Sajan

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Organized Play Member. 598 posts (6,170 including aliases). No reviews. No lists. No wishlists. 26 aliases.


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Luv the delay. Gives me time to submit a soulknife building towards the dark tempest Prestige class. I may FINALLY get to use some of the blade skills I proposed during the playtest


Brewing up a Dwarven Fighter for this. Currently without any campaigns:( and need my pbp fix


Dalelands!


"This shield is designed for throwing and has specially designed straps allowing you to unclasp and throw it as a free action."

is poorly written....It should specify that "the unclasping of the shield is a free action enabling the shield to be used as a thrown weapon".

After the throwing shield is thrown and teleports back to the blinkback belt the character will need the Quickdraw feat to use the shield for any further iterative attacks.

Arguing for unlimited free attacks is ludicrous.


That's how I interpret it as well. I just wanted some other opinions to see if I was on the right track.


Arrowsong's Lament:

Source Arcane Anthology pg. 31
This collection of brooding poetry, all in pentatonic verse, expresses Arrowsong’s frustration over her overbearing parents’ desire for her to become a spellcaster. Her in-depth analysis of their struggles and failings provides great insight into reading and memorizing spells from a spellbook.

Prerequisite: Perform (oratory) 3 ranks.

Cost: Feat or 1st-level spell known or higher (see text).

Effect: Rather than a single work, this masterpiece is a collection of poems from Arrowsong’s days living under her scholarly parents, who both desperately wanted their daughter to pursue the art of wizardry. Despite the poems’ wry tone and the overall distaste for book-learning they proclaim, Arrowsong’s verse perfectly documents the process of memorizing arcane spells. When you gain this masterpiece, it becomes associated with your bard spells of a specific spell level. If you paid the masterpiece’s cost by spending a bard spell you know, the masterpiece is associated with spells of the spent spell’s level. If you paid the masterpiece’s cost by spending a feat, you choose one bard spell level that you are able to cast with which to associate the masterpiece.

In order to perform this masterpiece, you must be holding a spellbook, scroll, or a similar piece of arcane writing to consult. After completing the masterpiece, choose one arcane spell from your bard spell list or from the sorcerer/wizard spell list that is written on the arcane writing that you consulted during the masterpiece. If the spell is on your bard spell list, it must be of the same level (or lower) as the spell level associated with this masterpiece. If the spell is not on your bard spell list, its level must be at least 2 spell levels lower than the spell level associated with this masterpiece. Add the chosen spell to the bard spell list and to your list of bard spells known until the next time that you rest and regain spells.

If you use a spellbook with a preparation ritual to perform the masterpiece, you also gain the boon associated with that spellbook, as if you had prepared a spell from it. You can add up to one spell per spell level that you have selected with this masterpiece to your list of bard spells known each day. You can gain this masterpiece multiple times. Each time, you must apply it to a different bard spell level.

Use: 3 rounds of bardic performance per level of the spell.

Action: 1 hour of meditation.

If my Bard used this Masterpiece to learn a 1rst lvl Wizard spell he would need to sacrifice a 3rd lvl Bard spell known. Would casting that 1rst lvl Wizard spell use a Bard 1rst lvl spell slot or a 3rd?

Costing 3 or 9 rounds of Bardic Performance?


Ok no Warpriest here's another idea, NON-Divine

This guy uses his Enlarge Wand to get big and contributes to the party with area control tripping and damage. Most of the time he wields his Fauchard 2-handed Power attacking. But he will frequently open up combat one-handing the weapon (Jotun-grip) with spell combat to cast a defensive spell like Shield.

I can fully stat out the character if the concept is acceptable to you. I don't have herolab so it takes time to fully stat out a character and I realize some of my character ideas are a little exotic and don't want to spend time fully statting out a character sheet if you don't really like the idea

Half-Orc
NG

2 Barbarian Titan Mauler

2 Monk Manuever Master

2 Magus Kensai

Class Abilities:

Barbarian Titan Mauler/Pack Rager 2
--------------------

Rage: (6+Con) rounds per day
Big Game Hunter: +1 to hit and ac vs larger creatures
Jotungrip: -2 while wielding a 2 handed weapon one-handed

Monk Maneuver Master 2
IUS
Stunning Fist 4/day DC18
Wis to AC
Evasion
Bonus Feats x2 (Improved Trip, Combat Reflexes)
Flurry of Maneuvers

In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat.

Flurry of Maneuvers (Ex)

At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load.

This ability replaces flurry of blows.

-------------------
Magus 2 Kensai
-------------------
Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)

[See FAQ]

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su)

[See FAQ]

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Diminished Spellcasting

A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex) +2ac

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex)

At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Feats:
1)Power Attack
Improved Trip

2)Combat Reflexes

3)Gore Fiend
Source Advanced Race Guide pg. 57, Orcs of Golarion pg. 25
Horrible wounds, whether on yourself or your enemies, make your blood sing.

Prerequisites: Half-orc or orc, rage class feature.

Benefit: When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage (up to your maximum for the day). You can only gain this benefit once per round.

5)Undecided

Noteworthy Magic Items
+1 Fortuitous Fauchard
Wands: Enlarge Person, Shield, Blade Lash


Speaking of switch-hitters...@Brv does my switch-hitting Warpriest look OK?


Since you're asking for another martial would a 2nd Warpriest be acceptable?

Half-Orc LG

1)Warpriest Arsenal Champion Archetype

Feat:Improved Shield Bash
Bonus Feat: Weapon Focus Scimitar

2) Monk Far Strike Monk, Monk of the Sacred Mountain

Bonus Feat: Precise Shot
Bonus Feat: Quick Draw

3)Warpriest 2
F: TWF

4)Warpriest 3
BF: Weapon Focus Throwing Shield

5)Warpriest 4
F:?

6)Warpriest

Magic Items:
+1 Throwing Scimitar 8k
+1 Heavy Throwing Shield =1k
Blinkback Belt 5k

Are the standard rules of combining same slot magic items for +50% of the lesser items price in effect?

If not, throwing builds are not viable and everyone needs belts to increase STR Dex Con and the throwing build needs Blinkback as well


Count me as interested in Dark Tower.


Hey brvheart.. Been a long time since the RA days! Welcome back.

I'm not really interested in Razor. But the Dark Tower sounds great.
I'd never heard of it til now. But I only have one campaign going at the moment and would love to play in another campaign.

And as so many campaigns start at the early levels and fizzle out before reaching the more interesting middle or upper lvls I'd love to play in anything with a mid to upper lvl start like Tsar for example. Not sure what lvl Dark Tower calls for.

edit:sorry if you meant for this to be just for your players in Razor. But I saw your name, a blast from the past and had to chime in


I've played in campaigns that gave out 1 hero pt per lvl. The only way I've ever seen them used was to reroll a failed d20, usually a save. Yes I like hero points.

I was unaware of the other options.

"I think a wild animal will ALWAYS try to avoid undead - the question is how? Acrobatically? Or in ‘run as fast as you can’ mode? :)"

my 2 cents...an animal will try to avoid an AOO while in combat unless panicked


Full Divine CLeric :
[spoiler=Statistics] , (Herald Caller)Cleric 7, Soul Warden1, Holy Vindicator 1,
NG Medium Male Half-Orc
Init +9 {+6Cha +3Circlet}
Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC 26, touch 12, flat-footed 24( +1 Mithril Full Plate 10, +2 dex, +1 Hvy Shield w/Shield Focus 4)

hp 66=(8+5+5+5+5+5+5+5+5)+18 con

Fort +12 {+7 ,+2 Con,+2Res+2 Luck}
Ref +13 {+5,+5Dex, +2Res+2Luck}
Will +13 {+7, +3 Wis, +2Res+2 Luck}
CMD 21 (10+6bab+-1Str+5Dex+1Dodge)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
CMB +6
Base Atk +6
Flurry Dervish Dance
Melee + 12+7(+6bab,+5Str,+1 Halberd)
Damage1d10+5 15-20x2 S (+5Dex+1 Halberd
)

------------------------------
STATISTICS 20pt buy
------------------------------
Str 20…+4 (15+2race+2lvl +2 belt)
Dex 14… +2 (12 +2 Belt)
Con 14...+2 (12+2Belt)
Int 9…-1
Wis 16...+3 (14+2 Headband)
Cha 16...+5 (14+2Headband)

Spells:

Cleric CL 8
To be completed if selected

Feats :

-------------
Feats

1rst Sacred Summons

3rd Alignment Channel

4th Bonus Feat: Augment Summoning

5th Quick Channel

7th Improved Channel

9th Shield Focus

----------------

Skills:

To be completed if chosen

Traits:

Fates Favored= +1 to Luck bonuses

Campaign Trait remains to be chosen

Race Traits:

----------------
Race Traits
------------------
Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. +2Str
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Alternate Race Traits
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

PFS Legal Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.

 Unflinching Valor
Source Heroes from the Fringe pg. 26, Bastards of Golarion pg. 13
Many fearsome arctic predators consider young frostkin easy prey, but some frostkin manage to overcome their fear and fight off these beasts while they wait for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled.

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES

[spoiler=Class Abilities]
Herald Caller Cleric 7
Aura

Skill Ranks per Level: 4 + Int modifier. This alters the cleric’s class skills.

Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.

Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).

Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.

Mighty Heralds: At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat.

Spells= CL8

Channel Energy= 6/day 6d6 (4d6 +2d6 Phylactery)

1 Domain Glory
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Sub Domain Heroism
Replacement Power: The following granted power replaces the divine presence power of the Glory domain.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Replacement Domain Spells: 3rd—heroism, 6th—heroism (greater)
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Soul Warden 1
6/day 7d6
Channel Damage (Su): At 1st level, a soul warden gains the power to harm undead with positive energy. This ability functions exactly like a cleric’s ability to channel positive energy to deal damage to undead (but not to heal living creatures), and counts as channel energy for the purposes of qualifying for feats or determining effects that rely on channel energy. A soul warden uses his class level as his effective cleric level when channeling damage. He can channel damage a number of times per day equal to 3 + his Charisma modifier. Soul warden levels stack with levels in any class that grants channel energy for the purpose of determining the number of damage dice his channel energy ability deals to undead (if any).

Focus Item: A soul warden focuses his powers through an object called a focus item. A soul warden must be able to present his focus item to channel damage or to cast spells that require a divine focus. Common focus items include amulets, bells, holy symbols, and staves.

Focus Item = Hvy Mithral Shield with Sarenae’s Holy Symbol

Holy Vindicator 1
Weapon and Armor Proficiency: A vindicator is proficient with all simple and martial weapons and all armor and shields (except tower shields)

Channel Energy (Su): The vindicator's class level stacks with levels in any other class that grants the channel energy ability.

Vindicator's Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator's channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-76 lb. Medium 153 lb. Heavy 230 lb.
Current Load Carried 0 lb.

Money GP 0 SP 0 CP

Belt of Physical Might +2 Str/Dex= 10k
Headband of Wis and Cha+2 combined with Phylactery of Positive Channeling=(10k x1.5)+11k=26k
+1 Fortuitous Halberd =8k
Cloak Resistance+2= 4k
Handy Haversack 2k
Tourmaline Ioun Stone Cracked (Implanted) 800gp +1 insight vs death effects
Pale Green Cracked Prism – 4000 gp; +1 competence to saves. (Implanted)
Dusty Rose Prism – 5000 gp; +1 insight bonus to AC. Resonating in Wayfinder boosts CMB and CMD by 2.
Wayfinder 500gp
Snapleaf x2 750gp each


While pets CAN be effective...I've never enjoyed playing a pet class or a really active familiar. I guess I haven't wanted to be "very invested" in them either or they've just felt too fragile in combat at higher lvls. However, the Bard Duetist archetype intrigues me with its non-combat singing familiar.


Instead of ID Rager he'll be a Steelblood Bloodrager w/Celestial Bloodline. For some reason, I really like having paladins fly into a holy fury(rage) when confronted with evil.

Thorough lol. I just have lots of builds saved into my pathbuilder app on the phone. I've spent more time theorycrafting than actually playing this game, as I only play 1-3 campaigns at a time and very rarely do any of them last a significant length of time, unfortunately, due to PBP campaign death syndrome. It's a widespread malady found on these boards.


Simple basic submission to avoid spending more time on what appears likely to be a fruitless endeavor :( wish I had herolab to effortlessly pump out characters

human
str 18
dex 14
con 14
int 10
wis 8
cha 15

Rondelero swashbuckler 1
armor prof light
falcata prof
swashbuckler deeds notably parry and riposte
panache 2

Feats
Skill focus Survival
Feat Power Attack

equipment
studded leather +3ac
falcata
buckler +1ac

fort +2
ref +4
wis -1

ac 16

melee +5 1d8+4 19-20/x3


Versatile design adds +500
Masterwork adds +300

So yeah...I won't have this weapon from lvl 1 and will need to delay Brawler lvl 2 til later in the build when he has more wealth.

Instead of starting with the Weapon adept feat at lvl 1 he will delay that til later and will have Power Attack as his lvl 1 feat.


Bards Gate or any major city should have smiths with this capability. The skill to craft would be less than the skill needed to make a weapon capable of being enchanted.

And I have really no knowledge of the setting so I don't know how common Falcatas would be


Robert Henry wrote:

Dude, got ninja'd by WabbitHuntr

Javell DeLeon wrote:
@Robert: Soooo, if you had to choose between the tank and ranged, which one would you roll with? Now me personally? I'm torn. That's a tough one.

I'm playing two paladins and two cavaliers that match the 'tank' description. I've played one Paladin that was 'ranged build' and I found him terribly boring. I also play a lot of rager's (barbarian/bloodrager) and switch hitters (rangers/slayers).

As an aside, in a perfect world we'd have someone that could use the magical items we pick up, so we wouldn't have to sell them at half price. That's why I rarely specialize in a weapon that isn't fairly common. So, my frugal side would want someone who could wear plate armor in the group.

But the deciding factor would be what kind of character was posted. Then I would see if any of the characters I have dormant would fit the need well. If not I'd stick with Naomi.

Good to see WabbitHuntr back in the conversation. I'd like to see what he has in mind. He WH, if your thinking a caster, I'm happy to let you have that slot.

"I found him terribly boring","want someone who could wear plate armor in the group."

My Paladin/multiclass lol Holy Warrior would definitely not be boring. And he will wear FullPlate, gaining hvy armor proficiency at lvl 4

With a Belt of Mighty Hurling his range increment with his Sharding Falcata would be 20ft. So he will add some ranged capability. NOTHING like an archer would though.

"Good to see WabbitHuntr back in the conversation."
I may not be here for long :( Unfortunately what I find interesting tends to set off alarm bells for GM. And that's his prerogative. I just simply can't force myself to submit a normal build as any of you that have played with me before well know lol

My last what some would call multiclass monstrosity was Wabbit (vexing dodger/mouser/raging paladin) and I absolutely LOVED him. So sad to see that game with his cousin John G's Cleo come to an end.


Human

1)Rondelero (Falcata)Swashbuckler 1
Racial Bonus Feat (Focused Study): Survival (pre-req for Eldritch Heritage)
Feat:

Weapon Adept:
You are skilled at using customized weaponry.

Benefit: Choose a weapon modification (such as jagged hooks). You treat weapons with that modification as being of their normal category (simple, martial, or exotic).

Normal: A modified weapon is treated as one category more difficult to wield.

Special: You can gain this feat multiple times, choosing a different weapon modification each time.

this will allow him to use the Falcata as a close weapon for Brawlers Flurry

2)Brawler

3)Brawler
Feat:

Eldritch Heritage:

You are descended from a long line of sorcerers, and some portion of their power flows in your veins.

Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.

Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Using the Orc Bloodline flavored as having Eldritch Blood of a holy warrior hero from a bygone age

Bonus Feat: Power Attack

4)Paladin (flavor his bloodline starts expressing itself with Holy warrior lvls)

5)paladin
feat: Improved Shield Bash

6)paladin

7) Rondelero Swash 2
class ability allows Rondeleros to shield bash with their bucklers
Feat: Shield Slam

8) Rondelero Swash 3
Racial Bonus feat (Focused Study) Skill Focus Intimidate

9)Rondelero 4
Feat Improved Crit Falcata
Bonus Feat: Improved Crit

10)Rondelero 5
Bonus Feat: Improved TWF

11)Rondelero 6
Feat Improved Eldritch Heritage=+2 Inherent Bonus to Str, increases to +4 at 15, +6 at 19th
Bonus feat: Shieldmaster

12)Id Rager 1 (I think its cool when Paladins Rage while fighting evil)
Skill Focus Diplomacy

13) Drill Sergeant Fighter
F: Combat Stamina
BF: Bashing Finish

14) Fighter 2
BF Combat Reflexes
BF Seize the Moment

15)Fighter 3
F: Critical Versatility

16) Fighter 4
Bonus Feat: ?
(Focused Study) ?

17) Fighter 5
Feat Greater ELdritch Heritage

Power of Giants:
(Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

this is his capstone ability. Warpriests are able to become Large through the Righteous Might spell. This is simply his way of becoming Large so that his Shield Slam Bull Rushes have a small chance of succeeding

This guy is a Holy Warrior. Through his ancient bloodline and this expresses itself as he gains experience. He is not trained as a Paladin. He doesn't no where the abilities come from but he finds himself inexorably drawn to an ancient faith (maybe Thyr, Arden, Mitra?)

His trick in combat is Shieldbashing (ShieldSlam bullrush) with his buckler and then attacking at range with his

Sharding:

Source Weapon Master's Handbook pg. 30
Aura moderate conjuration CL 10th
Price +2 bonus; Weight —
Description
This special ability can be placed only on melee or thrown weapons. The wielder of a sharding weapon can make a special ranged attack with the weapon in place of any melee attack. To do this, the wielder goes through the motion of throwing the weapon without releasing it. The weapon splits off a duplicate of itself that flies as if thrown by the wielder at the intended target. The duplicate gains a range increment of 10 feet for this purpose, but uses the same proficiency and otherwise functions the same as the original weapon. The duplicate vanishes after hitting or missing its target.
Construction
Requirements Craft Magic Arms and Armor, major creation; Price —
Falcata

He becomes a Holy Warrior tank that has a small pool of Rage. Wears heavy armor, can toss his Sharding Falcata a short-range, Str-based shield bashing Rondelero Swashbuckler. And is able to Intimidate, as any good Holy warrior should be able to scare bad guys.

I'm sure you won't like him. But I had to try again as this group of players looks very solid and could possibly have a chance of making this a long-term successful campaign, which we all know would be a unicorn on these boards.


So my first proposal Grym didn't work out.

I've had time to think about it and I have one more character build that I've been trying to find a home for

I don't have high hopes that he'll be acceptable. But as this is a stellar group I am sure I'll regret it if I don't at least try one more time submit a character to play with you all.

Details incoming...


"Seems like we are just grabbing the fact the shield is considered a weapon to a certain extent"

Certain extent. No, a shield has been considered a weapon to the FULL extent of the meaning since the inception of pathfinder core in 2009 or maybe it was 2012 with Ultimate Equipment. Not sure which.

This isn't power creep. It's the way the game has always been.

If you want to use a heavy shield offensively you can use it with one hand or two. And yes it gets full power attack scaling as a two handed weapon if wielded that way.

Improved Shield Bash (core) is needed if you want to wield a single shield offensively AND defensively.

An amusing alternative to investing in that feat would be to wield 2 heavy shields and wielding one as a weapon and the other defensively as a shield. This would not be TWF. It would be mechanically identical (while inferior to) in game terms to fighting with a long sword in one hand and shield in the other.

I'm posting from my phone so can't provide copy and paste rule quotes like I normally would.


overall rules:
PRD wrote:
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength bonus to damage rolls.

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.
-----------------------------------------------------------------------

The descriptions from the One-handed weapons section for Rapier and Heavy Shield are posted below. All one-handed weapons can be wielded with two hands unless the weapon description has an exception preventing this as seen in Rapier.

Description
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage.

Description
You can bash with a heavy shield instead of using it for defense. The shield entries for heavy shields appear on page 11.


I hear ya lol. I've gotten a lot of practice at weaving the Monk bit into many characters' backstories. Just an unfortunate necessity needed to create an effective throwing build in pathfinder


re: How to gain proficiency with the Starknife

Lol...Through more multiclassing

Throwing builds are so feat intensive that almost all of my throwing builds start out with a lvl of Far Strike Monk

this a 1 lvl dip gives you:
proficiency with ALL thrown weapons. For Grym that means the exotic proficiency Throwing Shield. For you that would mean martial proficiency Starknife.

and the bonus feats Quickdraw and Precise Shot. Both of which are critical to any throwing build.


Tykee - Goddess of Luck and Good Fortune (Hyperborean); Bard’s Gate

Tykee is the Goddess that my Starknife wielding Bard worshipped in a prior campaign using Desna's Way of the Shooting Star

I'm flavoring Torag as Dwerfater as there's so much more info available for Torag than Dwerfater
My character follows Torag's Paladin code.


Re: Oracle Multiclassing

Divine Expression:

Source Inner Sea Gods pg. 211
You mix faith with art to empower your performances.

Prerequisites: Bard level 1st, cleric or oracle level 1st, worshiper of Shelyn.

Benefit: When you take this feat, choose either the cleric or oracle class. Levels in the selected class stack with your bard level when determining the number of rounds per day you can use your bardic performance and the type of action it takes to start a bardic performance.

Gives you the option of being primarily an Oracle and with only one lvl of Bard be able to Inspire Courage which you could make more powerful with the Banner of Ancient Kings attached to a Longspear with the Training enchantment bestowing the Flagbearer feat

Flagbearer (Combat):

Prerequisites: Cha 15.

Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

this combo would allow you to have Inspire Courage up every fight and give you access to the 1rst lvl Bard Spell Saving Finale which is amazing.

Just my 2 cents as the resident multi-classer if you want your primary class as Oracle


In bigger groups of 5 or more, I LOVE having a Bard.

Failed your save? Saving Finale to the rescue.

Your high lvl wizard doesn't want to start off combat with Haste? The Bard will handle that and Inspire ALL in the same round.

Your big dumb Fighter got confused and is about to kill the Cleric? Cast Unbreakable Heart. All better.

Wizard failed the knowledge check? Bard to the rescue.

Cleric died? :( Who's gonna UMD the Breath of Life scroll? The Bard.

Yup...I like Bards

If you end up preferring Rory that's cool. Just my 2 cents


Robert Henry wrote:


I've never played a swashbuckler, I know their a dex based class, can they also deal with traps?

A swashbuckler with the Trapfinder trait would do a good job with traps


@GM for Combat Stamina. Are you saying Fighters get Stamina free from lvl 1 or that Fighters can access take Combat Stamina if taken with a Fighter bonus feat?

I plan on taking 5 lvls of fighter, this archetype trades away ALL bonus feats at those lvls.

"Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats."
So I will get bonus feats as a brawler.


@JD no offense taken at ALLLL!

WabbitHuntr was my online screen name in multiplayer Halo.
Kill the Wabbit!

and going on a "Killing Spree" vs my friends in Halo I'd sing "Kill the Wabbit" into the mic


Ugh 15 point buy. Abomination....NOOO
CORE! another Abomination!

@RH re: fighter first
I found a way to be effective from lvl1. My character will be a Fighter from the Monastery who hasn't quite gotten the knack of throwing his shield around yet. But with diligent practice he finally gets it and that improvement will express itself at 2nd lvl with a lvl of Monk without having to revisit the Monastery for additional training.

My distaste for ABP came from a campaign where there were no magic items because of ABP. It made things like throwing builds impossible because there was no such thing as a Blinkback Belt.

The combining magic items rule for +50% of the lesser items cost allows for the Big Six with other interesting items. Only in Society do you have to make the choice between the necessary Big 6 or other more interesting items. The 50% rule allows for both in the same slot. But I'll admit that the 50% rule needs either magic marts or in house crafting from party members


PF1 is the only system I play. I've got too much time invested in it to learn anything else. I like the tremendous amount of options available within this system. If something is broken like Dazing, it can be fixed with some reasonable houserules.

Despite not knowing the lore of the FGG setting, I like that they reward intelligent play. Unlike most APs, in FGG you will run into unfair unbalanced fights where retreat is the only real option.

I like the challenge that FGG presents. I enjoy intelligent play and creating optimized characters to overcome the challenges of deadly settings like Tsar and RA.

Having said that I'm a reasonable optimizer. I'm not just going to take a random dip into Medium because it's mechanically powerful. My multiclassing needs to be effective, but it must also fit in with the overall character.

And while I enjoy utilizing system mastery to create optimized characters that is not at the expense of RP. I TRULY enjoyed the relationship that Wabbit (raging halfling paladin vexing dodger mouser) had with John G's Cleo.

A lvl 1 start is painful for me. The character I'm looking to play has trained in the Iron Shield Monastery devoted to Torag or whichever FGG god fits the concept. This Monastery focuses on using Throwing Shields as weapons.

The first 2 lvls of this character are:
Far Strike/Monk of the Iron Mountain (exotic weapon prof Throwing SHield)
Siegebreaker Fighter (able to use shields defensively and wear armor)

A lvl 1 start for this character is awkward because
He needs to start off with the Monk lvl to gain proficiency with his exotic weapon Throwing Shield.

But as Monks lack shield proficiency he will not be able to take the feat Improved Shield bash. So at level 1 he can use his Throwing Shield as a weapon but not as a shield defensively. And the character will be wearing armor after lvl 1. So I guess he'll carry armor in his backpack awaiting the day when he's skillful enough to use it. And at lvl 2 he'll have to retrain whatever filler feat he took at lvl 1 into Improved Shield Bash so he can retain his shield ac while using it as a weapon.

So if we use the lvl 1 start I hope everyone doesn't mind if my character is not really mechanically effective til lvl 2.

I like maps. I see combat as a team tactical game and maps help with that.

My schedule is quite chaotic. But I can normally post at least twice a day. I can't imagine juggling 18 games WOW RH I try to limit myself to no more than 3.

Optional rule-sets that I enjoy:
Combat Stamina
Elephant Feat tax system
VMC
Background Skills
Fractional Bonus system to balance out oddities with multiclassing
not a fan of ABP

I also promise that I'll always give notice if I'm unable to post for any period of time like on a vacation. If I go radio silent without notice please send digital flowers as I'm either dead or in a coma.

edit: I found a way to be effective from lvl1. My character will be a Fighter from the Monastery who hasn't quite gotten the knack of throwing his shield around yet. But with diligent practice he finally gets it and that improvement will express itself at 2nd lvl with a lvl of Monk


Hi everybody. Nice to see some familiar faces ;)


See PM for questions regarding a multi-class Bard that will be able to handle the Trap/Lock picker role that the Alchemist will no longer be filling


Shield Master (Combat):

Source PRPG Core Rulebook pg. 133
Your mastery of the shield allows you to fight with it without hindrance.

Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.

Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.

Lifesurge:

Source Ultimate Equipment pg. 144
Aura moderate conjuration CL 8th
Slot weapon quality; Price +2 bonus; Weight —
Description
This special ability can only be placed on melee weapons. A lifesurge weapon boosts and sustains the wielder’s life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers of the undead—equal to the weapon’s enhancement bonus. In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon’s enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded.

In combat, the weapon’s critical threat range is doubled abilities against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of ×3, 3d8 if it is ×4); the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating.

Character with the Shieldmaster feat wields a +4shield also enchanted as a +1weapon

Is the bonus to saves vs necromantic effects due to Lifesurge +4 or +1?

thanks in advance


Lizbit Freewind wrote:
I'm surprised there weren't more submissions, TBH. Higher level games and 25PB games are well liked on these forums but hard to come by.

Agreed 25pb allows for more MAD builds. And it's annoying to grind from lvl 1 only to have the campaign die before it reached the more mechanically interesting mid to higher levels


The Tick in the Barrel wrote:
Bloodstone style

Wow... That's a blast from the past!


I'd like to to combine Herald Caller with Blossoming Light but both alter armor proficiency so that's not allowed by RAW unfortunately


Blossoming Light is an interesting choice especially with aasimar fcb. My concern with them is survivability. They lack armor like arcane casters but don't have the same defenses... Mage Armor, Mirror image, invisibility etc. I've never seen one in play and would be curious to see how it works out


1 person marked this as a favorite.

Evil clerics have 2 major problems
1)no positive channel to harm undead or heal allies
2)no spontaneous healing spells. So if they're going to heal at all those spells have to be prepared seriously reducing the flexibility of their spells


Here is Grym a dwarven frontline shield bashing/tossing tank armor crafter.

Role:

Grym is a dwarven front-line,switch-hitting, shield tossing/bashing tank. At 7th lvl he’ll really come into his own as he gets his 2nd iterative attack, Brawler’s Flurry and Shield Slam. But for now he’s a competent front-liner.

Advanced Armor Training Master Craftsman allows Grym to be the parties armorer, enchanting their armor and shields. At later levels Grym will enchant his armor with the Restful enchantment letting him get full rest after 2hrs of sleep, giving him the rest of the night to work on the parties armor and shields. Later on once he gets to Brawler Shield Champion Winding Path Renegade Untwisting Iron 8th he’ll be able to enchant weaponry as well.

With Martial Flexibility he’ll eventually gain access to Iron Caster abilities making for a very flexible front-line tank.

Grym has a special hatred in his heart for undead spellcasters and at later levels the combination of Disruptive, Spellbreaker and the dwarven feat Shatterspell will make him a potent opponent to all evil magic wielders.

Elephant in the room makes maneuvers more viable and I’m eager to put BullRush and Overun into use when the situation dictates bolstered by his Fighter SIegebreaker abilities.

Appearance:

Grym is not a handsome fellow. He wears his scars proudly, earned in service to his God and in his many battles vs undead at the former nation of Lastwall. His most notable item is his heavy shield with Torags holy symbol in the center. He wears well worn, but well maintained fullplate. Grym bears both the Shield-Mark and the Sword-Mark on his palms indicating his status as part of the military of the former nation of Lastwall.

Oathbound:
Oathbound is a title given to those citizens of the city of Vigil, the capital of Lastwall, that have sworn an oath, and agreed to be magically bound by that oath, to defend the innocent and to support the crusade of the city to: guard against the return of the Whispering Tyrant; and to prevent the spread of the orcs currently concentrated in the Hold of Belkzen.[1]

Shield-Mark
The Shield-Mark is proof of a citizen's oathbound status in Vigil. It is the magical mark of a shield symbol on the person's palm.

Sword-Mark
Iomedae's holy symbol is used as the Sword-Mark.
Similar to the Shield-Mark, the Sword-Mark is another magical mark placed on a person's palm; this time, it takes the form of the holy symbol of Iomedae. The Sword-Mark indicates that the wearer is a member of the military of Lastwall.[2]

Shield-Mark and Sword-Mark
Having both the Shield-Mark and the Sword-Mark indicates the wearer additionally gains full citizenship and rights within Vigil.

Background:

Grym left his home in the Five Kingdoms at an early age seeking challenge and adventure. He found that in spades at Lastwall where he not only worked the forges creating magical armor and shields for Lastwalls military. He was not merely a smith spending his life in the forge although that is a worthy way to spend ones life. He gained respect of the Paladins and Knights of Ozem and was invited to train and fight beside them.

One of the proudest moments of his life was when he received his second palm tattoo the Sword-Mark indicating his full acceptance into the military of Lastwall.

“Fall of Lastwall
In 4719 AR, the Great Seal imprisoning the Whispering Tyrant was broken and he was released once again. Lastwall was utterly destroyed by the Tyrant's forces, and after centuries spent fighting against the undead, was consigned to an undeath of its own: it was transformed into a realm of the dead known as the Gravelands.”

News of his fathers death caused Grym to return to the Five Kingdoms to put his father to rest. During this visit Lastwall and his comrades fell to the powers of foul Whispering Tyrant. Survivors guilt wracks him to this day.

Seeking solace and healing to his wounded soul Grym entered the Sacred Mountain Monastery where he learned to wield his fathers magical mithral Heavy Throwing shield (exotic prof)

And during his rigorous training within the Monastery Grym’s faith in Torag deepened and that faith has manifested, not in a direct voice from his God Torag, but a sensation, a subtle guiding touch. It’s a feeling he knows best in the midst of battle when his God, the Master of Strategy and Tactics guides him to adapt to the changing opponents or battle conditions, and adapt new tactics (Martial Flexibility, Shield Champion Brawler), sometimes things he’s never heard of in any tales told in long nights of drinking by fires with fellow accomplished warriors.

Grym, though not a Paladin of Torag, has traveled and trained with the Toragadins since his return to the Five Kingdoms and follows THE Code of Torag. His belief and service to Torag and His church has been rewarded a with a greater understanding of his faith than is typically found outside of Clerics and Paladins.

Grym has traveled to Mendev for the purpose of taking part in fighting against the forces of the Worldwound. But upon hearing of the recruitment to explore the danger posed by the undead of Rappan, Grym signs up determined not to give foul undead any further purchase into the world concerned it may be an expansion of the Whispering Ways influence into the world.

Statblock:

Grymwold the Shieldstorm, renowned Warrior of Torag
LG Male Dwarf Fighter (Siegebreaker)4, Monk (Far Strike/Iron Mountain)1, Brawler(Shield Champion)1
Follower of Torag, Dwarven God of Forges, protection, strategy
XP, 6th lvl

-------------
STATISTICS 25pt
-------------
Str18 +4 (17, +1 level up)
Dex14 +2
Con16 +3 (14, +2Dwarf)
Int10
Wis14 +2 (12,+2Dwarf)
Cha 8 -1 (10,-2Dwarf)

--------------
DEFENSE
--------------
Initiative +2 (+2 Dex,)
AC25, touch 13, flat footed 23(+9Fullplate, +3 Hvy Shield+2 dex, +1Trait)
+2ac vs Undead
+2ac vs crit confirmation
CMD21 (10+5bab+4str+2Dex)

HP57 (39+18con)
Fort+12 (8+3Con,+1res)
Ref+8 (5+2Dex,+1res)
Will+7 (3,+3Wis,+1res)
Hardy +2 vs spells and SLAs
+2 vs Undead spells and SLAs

-------------
OFFENSE
-------------
BAB+5
Speed20 ft
CMB+10 (+14 Bull Rush/Overrun) (+5bab+4str+1shield) (+2Powerful Maneuvers +2Relentless)

Heavy Throwing Shield range 20ft
Ranged 20ftShield +8 {5bab+1shield+2dex} 1d6+5 x2 (+4str +1Shield)

Heavy Throwing Shield range 20ft, Deadly Aim -2 +4
Ranged 20ftShield +6 {5bab+1shield+2dex} 1d6+9 x2 (+4str +1Shield+4DA)

2handed, MeleeShield +10 {5bab+1shield+str4} 1d6+5 {+1shield+4str)}

2handed, Melee, PA-2+6Shield +8 {5bab+1shield+str4 -2PA} 1d6+13 {+1shield+6str, PA +6)}

Bull Rush vs CMD] +14 [+4str+2Powerful Maneuvers +1Shield +2Relentless] +7damage [Breaker Rush, +4str+1shield+2Powerful Maneuvers]
IF Bull Rush successful free action Overrun +7 dam [Breaker Momentum class ability]

Skills:

FCB Brawler +1skill rank
[b]Skills
17

Fullplate ACP -6 ( AT+1) =-5ACP

-----------
Acrobatics (Dex)____+1{+1rank,+2Dex, +3Class, -5acp}
Climb*(Str)____+3{+1rank,+4Str,+3Class, -5acp}
Heal(Wis)____+8{+1rank,+2Wis}
Perception(Wis)____+11{+6rank,+2Wis, +3Class}
Sense Motive(Wis)____+7{+1rank,+2Wis, +3Class, +1Comp Ioun}
Stealth* (Dex)____+1{+1rank,+2Dex, +3Class, -5acp}
Survival(Wis)____+6{+1rank,+2Wis, +3Class, }
Swim*(Str)____+3{+1rank,+4Str+3class, -5acp}
UMD(Cha)____+4{+1rank,-1Cha, +3Class+1trait}

Know Dungeoneering(Int)____+4{+1rank, +3Class}
Know Local(Int)____+4{+1rank, +3Class}
Know Religion(Int)____+4{+1rank, +3Class}

Background Skills 12 ranks
Know Engineering(Int)____+9{+6rank, +3Class}
Know History(Int)____+4{+1rank, +3Class}
Appraise(Int)____+8{+5rank, +3Class}
Craft(Int)____+10{+5rank, +3Class,+2Craftsman Dwarf} bonus ranks from Master Armorer AAT

While not a paladin, Grymwolds rare powers of martial strategy(Martial Flexibility) are divinely inspired from his Toragian faith and are bolstered by weapons and armor crafted and honed on Toragian forges and as such he follows Torags Paladin Code:

Paladins of Torag are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations.

My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.

I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be.

I respect the forge, and never sully it with half-hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need.

Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag.

Dwarf Racial abilities:

--------------------
Racial Abilities
--------------------
Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: replaced with Death’s End

Greed: replaced with Craftsman

Hatred: replaced with Death’s End

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: replaced with Relentless

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Alt Racial Traits

Relentless
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

PFS Legal Death's End
Source Heroes from the Fringe pg. 5
Some Pahmet come from long lines of guardians who train to defeat any undead that enter the tombs they protect. Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead.

This replaces defensive training and hatred.

Craftsman
Source Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Feats and Traits:

Traits
Defender of the Society +1ac while wearing medium or heavy armor

Dangerously Curious Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Snowstride: The wide stance and sure footing you developed while traipsing over ice-covered rock and frozen earth provides you with a +1 trait bonus on Acrobatics checks made on slippery surfaces and enables you to trip or bull rush opponents two size categories larger than you instead of just one.

Drawback
Pride
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Feats

Item Feats

Blind-Fight(ioun stone)
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Combat Trick (from the Combat Stamina feat)
Once per round, when you hit a creature that benefits from concealment, you can spend 2 stamina points to ignore the miss chance from that creature’s concealment until the end of your next turn.

Class and Level Feats

Lvl 1 Fighter (Siegebreaker)
BF Combat Stamina=8pts
Improved Shield Bash

Lvl 3 Fighter
Advanced Armor Training =Master Armorer

Lvl 4 Fighter
BF Disruptive
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Combat Trick (from the Combat Stamina feat)
When you use your last attack of opportunity available to you in a round, you can spend 2 stamina points to extend the duration of this feat’s increase to DCs for enemies casting defensively within your threatened area until the start of your next turn.

Lvl 5 Monk (Far Strike Monk of the Sacred Mountain)
proficiency ALL thrown weapons
Powerful Maneuvers
 You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

BF Precise Shot

BF Quick Draw
Combat Trick (from the Combat Stamina feat)
As long as you have at least 1 stamina point in your stamina pool, you can sheathe a weapon as a swift action.

BF IUS

Lvl 6 Brawler Shield Champion/Winding Path Renegade Untwisting Iron

Class Abilities:

Siegebreaker Fighter 4
Breaker Rush (Ex): At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level.

Armored Vigor 6/day (Ex): At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level. This ability replaces bravery.

Breaker Momentum (Ex): At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level.

Persistent Menace (Ex): At 4th level, a siegebreaker must choose either Step Up orDisruptiveas his bonus feat, but need not meet the prerequisites.

Armor Training 1

Far Strike/Iron Mountain Monk 1
Far strike monk is proficient with all thrown weapons.
BF Precise Strike, Quickdraw

Shield Champion Brawler/Winding Path Renegade Untwisting Iron 1
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility 3/day (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

Martial Training (Ex) (effectively Fighter 5th, Monk 2nd): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes

Gear:

[
Shield
Heavy Steel Shield 20gp
Throwing Shield exotic +50gp
+1k Mithril
+1weapon 2k/ +1shield 1k
4,070gp

Armor
Fullplate 1.5k

Head
Dwarven Boulder Helmet (+2vs Crit Confirmation) 20gp

Belt
Blinkback 5k

Shoulders
Cloak of Protection +1 1k

Slotless
Wayfinder 500gp
Incandescent Blue Sphere (Cracked) Ioun Stone 200gp +1 competence Sense Motive
Resonance effect in Wayfinder =Blind-Fight

Complete Adventurers Handy Haversack with contents 3,185gp

15,475gp

Coin 525gp


@Albion, EJC, and RobertHenry and perhaps others. I see fellow refugees from previous RA campaigns that went off and on for YEARS(2015-) on these boards. Despite my Sorek's(point man/scout/trapfinder) best efforts we only got to the first temple in all that time. I'm truly hoping to find a spot in a more consistent campaign.

@Dungeon Master of Graves
Are you allowing Combat Stamina as a Bonus Feat for Fighters? It allows for some added decision making for meleers that makes things more interesting than simply full-attacking each round.

Do you allow the standard rule of combining items of the same slot for 1.5x the lesser items cost?
For example I'd like to submit a Str based hurler. But that build requires
Belt Mighty Hurling Lesser 14k
and Blinkback Belt 5k x1.5
=21.5k
Obviously this will not be an item he has at the beginning of the campaign but would want to attain it at some point.

Is crafting acceptable in this campaign? I'm looking to submit a fighter with craft armor feat early on in the campaign and later on will be able to craft weapons as well.


and the unbearable tension begins! Good luck everyone


I also would like to know about crafting. I'm interested submitting a Brawler (Shield Champion/Winding Path Renegade) that can craft armor and weapons at 8th lvl. But if crafting's not allowed I'll drop the Winding Path archetype.

Are you ok with the standard rule of combining items in the same slot for 1.5x the lesser items price? Strength based throwing builds are tough to make work in pathfinder as the character requires 2 belt slot items, Belt of Mighty Hurling Lesser 14k and a Blinkback belt 5k, but almost all combat builds end up needing a 3rd belt to boost dex and con.

14k Mighty Hurling,lesser +2str
5k x1.5 Blinkback
10k x1.5 Physical Might +2 dex and con
=36.5k


Ryze Kuja wrote:
If you're going to be focusing on using a shield like a Capt America/Wonder Woman-esque character, then you should take a look at Equipment Tricks. It has some nifty Shield Tricks.

Thanks those are some interesting options for Martial Flexibility


Gray Warden wrote:
WabbitHuntr wrote:
Or you can look at it as the writer of the archetype made a mistake.

Why would anyone do that? That's literally the last hypothesis you should be testing when inferring a rule from published material, both because of Occam's Razor, and out of respect for the writers, who do this professionally.

Yes, they can make - and have made - mistakes, but you should only come to that conclusion when any other option has been exhausted. In this case, there is a much simpler interpretation that does not involve assuming me to know best that Paizo's authors, which is: throwing shield attacks are not shield slams. So I'll stick with that, thank you very much.

And I guess I'll stick with RAW that throwing shields=ranged shield slams, and that the Brawler 7th lvl ability allows for maneuvers at range and that shield slam is not a maneuver as it uses attack rolls not cmb. I'm sticking with that, thank you very much lol


Derklord wrote:
Chell Raighn wrote:
Yes. Nothing in the rules for shield bash explicitly restricts a shield bash to a melee attack. Shield bash as defined by the rules is simply an attack made using a shield as a weapon. So, yes, using a throwing shield lets you shield slam with a ranged attack.

I disagree. The shield bash description comes from a time before throwing shields, and while it doesn't say "melee", it refers to the table 6-4, which classifies all shields as melee weapons.

The description of shield bash starts with "You can bash an opponent with a [light/heavy] shield." As common for rules copy-pasted from 3.5, this description is actually a relevant part, and since there is no definition given by the game for what a "bash" is, we have to use the standard English meaning of the word - which is a melee attack.

One can also infer that when throwing shields were added to pathfinder that because the designers did not clarify that ranged shield bashes are different from melee shield bashes, there is in fact no mechanical difference.

edit:not trying to be overly argumentative here. When I post a question to the rules forum I'm doing so because I want both sides of an argument so I can forward the link to my GM who can then read it and make a ruling


Gray Warden wrote:
WabbitHuntr wrote:
I could infer from reading that ability from Rondelero Swashbuckler that ALL characters cannot alternate between weapons while full attacking.

Quite the opposite: since Rondelero Flexibility clarifies that you cannot alternate between weapons, it is implied that you usually can, otherwise what would have been the point of clarifying it in the first place?

Or you can look at it as the writer of the archetype made a mistake. If the Rondelero cannot use the buckler as a normal weapon that should have been detailed in the

2nd lvl ability
buckler bash:
Buckler Bash (Ex): At 2nd level, a rondelero swashbuckler can perform a shield bash with a buckler (use the same damage and critical multiplier as for a light shield). He can treat a buckler as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse and all feats and class abilities that refer to such a weapon.

The whole purpose of the Rondelero archetype is to facilitate the Rondelero style of using both the falcata and buckler as weapons. The 2nd lvl ability allows the use of bucklers as a normal weapon. It does not add any unneeded restrictions to it. So from 2nd level on the Rondelero can alterate between Falcata and buckler without penalty just as ANY character can alternate between longsword and shield. If the writer was making such a gross departure from standard rules it should have been called out in the 2nd lvl ability.

the 6th lvl Rondelero ability should have simply read "the Rondelero gains Improved Shield bash while wielding the falcata and buckler"
The existing text is poorly written.

I stand by my assertion that writers make mistakes and sometimes that snowballs into rules disagreements.

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