Dexinis

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Organized Play Member. 447 posts (8,996 including aliases). 1 review. No lists. No wishlists. 12 Organized Play characters. 29 aliases.




Hi!

I was killing time making PF builds with Hero Labs and I noticed something a bit odd trying to make a Myrmidarch Magus.

I get to level 6, and select weapon training for that +1 bonus to hit and damage:
Weapon Training (Ex): At 6th level, a myrmidarch gains weapon training, as the fighter ability, adding an additional weapon group every six levels after 6th (to a maximum of three groups at 18th level) and increasing the bonus on attack and damage rolls for weapon groups already chosen by +1. This ability replaces the magus arcana normally gained at 6th, 12th, and 18th levels.
No problems there.

But then the bonus keeps increasing another +1 per level after that for the one weapon.
So, +2 at 7th level, +3 at 8th, +4 at 9th, and so on.

Is that actually right, for that bonus to increase each level?
Or is it a bug in Hero Labs?
Just seems too good to be true sort of thing.

Thanks in advance!


Hi there!

I just had a question about having a sorcerer taking both the Wildblooded and Crossblooded archetypes together.

I did read through some older posts on this, but didn't find the answer I was looking for.

My question is this (and assumes a sorcerer [u]can[/u] take both archetypes):
[color=blue]If a sorcerer is a crossblooded archetype and decides to take the wildblooded archetype as well, do both bloodlines have to be mutated?
Or can you take one normal bloodline and one mutated?[/color]

The only example I've seen of a this mix is the "Irriseni Feycaller" suggested role found in the [u]People of the North[/u] (PoN) supplement (p. 19).
One of the options is a crossblooded sorcerer with both he rime-blooded and sylvan bloodlines.
Which are both wildblood/mutated bloodlines.

Just wondering because Hero Labs lets me build crossblooded and wildblood mixes that have one mutated bloodline and one regular bloodline.
For example, it allows you to make a sorcerer with both a Black Dragon and Primal Earth bloodline.
Which would mean the combined arcanas would allow +2 per die damage on acid-damage spells (but does mean said sorcerers are much less inspiring on the damage from other elemental spells).

I read through UM but couldn't find anything in the description of either archetype that specifically said both bloodlines must be mutated if you mix the crossblooded and wildblooded archetypes.

Anyway, if there is a definitive answer out there on this one, I'd like to know it.
Mostly so I don't try playing a character that ought not be played.

Thanks in advance!


Hi!

I was wondering if there could be a toggle for marking inactive campaigns as hidden or not hidden.

Some time back, I marked all my inactive campaigns as hidden.

At the time I thought I could "unhide" them, like you can with the "show ∅" link in the forum pages.
But it doesn't look like I can.

I just wanted to look back at a few of my inactive campaigns for some cool ideas.
I can get at them, by going through alias posting history.
That does work well enough, but it's a bit slower.

Thanks!


Hi!

Anyone know how you can un-hide inactive campaigns from your campaign tab?

I assumed I could un-hide them any time.

But I can't even seem to find them to toggle their hide status.

It's not a big deal, but I just wanted to look back on some of them for some ideas.

Thanks in advance!


Anyone in Victoria got any openings for an extra player for Pathfinder?

Except for Tuesdays and Fridays, I'm open for Pathfinder at night.


Hi there!

I was just wondering if anyone can tell me if a Myrmidarch magus can use Ranged Spell Strike with a spell that's not normally a ranged touch attack spell.
IF such a spell was memorised with the Reach Spell metamagic feat.

For example, if a myrmidarch memorised a Shocking Grasp spell as a level 2 spell. Using the Reach Spell adjustment. So that would make it a short range (ranged touch) spell instead of a touch spell.

Would the myrmidarch be able to used that buffed up version of Shocking Grasp with Ranged Spellstrike?

It just seems that the selection of lower level ranged spells for Ranged Spell Strike aren't too powerful.
So I was just wondering if the Reach Spell thing could give a myrmidarch a few more options for Ranged Spellstrike.

Thanks in advance for any answers!


Hi All!

Does anyone out there know the stats for the Occult Adventure class (Kineticist, Medium, Mesmerist, Occultist, Psychic, Spiritualist) iconics? I found lots of cool descriptions for them all, but couldn't see any stats for them.

Failing that, anyone have any suggestions for stats for any of those classes? Before racial adjustments.

I'm just looking for some idea on the kinds of stats those classes should be built on.

Thanks in advance!


Anyone had any experience with Eldritch Scion builds?

Looks like an interesting archetype for players (like me) who are partial to spontaneous arcane spell casters.

If anyone has played this archetype before, I'd like to know what you like (or didn't like) about it.

Thanks.


Hi all!

I have a question about the the crossblood sorcerer archetype. I had a question on elemental rays and how they may, or may not, be affected by boosted damage from the two bloodline arcana used.

I'm interested in the elemental rays that a crossblood sorcerer can take, if he/she has either the elemental or primal bloodlines. And has a bloodline, usually draconic, that boosts an elemental spell's damage.

Someone told me the extra boost could be used on an acid ray because it is a spell-like ability. I assumed there was no boost, but I could be wrong.

For example, a crossblood with Primal Fire and Red Draconic bloodlines would have +2 per dice to all fire spells. Would that +2 also apply to the fire ray, if they used that as a bloodline power?

Just want to make sure I'm not getting my hopes too high, that's all.

Thanks in advance!


Hello!

I've got a copy of Hero Lab and find it's way cool. Much, much easier to keep track of stuff for a character.

However …

I can't seem to get natural attacks from a bloodline power to show up in the Weapon tab. For example I have sorcerers and bloodragers with the Abyssal and Draconic bloodlines. But the claws don't show up in the weapon tab. Information does appear under the list of special abilities and such, though.

Is there some sort of setting I might be missing? I've tried messing about to see if there's a setting that might toggle natural weapons being shown, but no luck there.

It's not a big deal, but it would be nice to have that showing. I'm not a GM, but am using HL to do the record keeping for my PF characters. As well as doing a lot of "what if" builds to pass the time.

If it makes any difference (and I hope it doesn't), my computer is running on Linux and I'm running HL through the WINE Windows emulator.

Anyway, if anyone can tell me how I can get natural weapons, if any, for a character to show up on the weapons tab, it would be appreciated.

Thanks in advance!


This is probably pretty basic, but just thought I'd ask.

Does Arcane Strike allow you to buff up any natural weapons you might have?

In particular, I am thinking about the claws you get as a bloodrager or sorcerer with either the Abyssal or Draconic bloodlines.

As written, it says "… a weapon …", and doesn't specify if it means a manufactured weapon only.

I'm assuming it allows you to buff up your natural attacks like, that. Just want to be sure.

Thanks in advance, all!

Liberty's Edge

2 people marked this as FAQ candidate.

Hi!

Just wanted a wee clarification on Rage Powers going into the Inspired Rage song thing. Bit of a long-winded question, so hope you don't mind.

I got the bit about getting rage powers every third level that can go into the Inspired Rage. No problem there.

Just want to make sure if you can also add to the Inspired Rage extra rage powers a skald takes on using the Extra Rage Power feat. I assume you can, but I don't want to trip up on getting it wrong.

For Example, my skald here takes Reckless Abandon at third level. And then decides to beef that up by using the Extra Rage Power feat to add Elemental Rage at level 5. So, he should be able to add both Reckless Abandon and Elemental Rage to his Inspired Rages, shouldn't he?

I'm assuming that if a skald can make use of Extra Rage Power like that, he or she essentially gives up one or more feats solely for an even better rage song.

Anyway, if someone could give me a clarification on that, it would be appreciated. I just want to be sure I'm not using Extra Rage Power to further beef up an Inspired Rage only to find the Inspired Rage can only use the rage powers at every third level.

Thanks in advance.

Liberty's Edge

1 person marked this as a favorite.

Hi All!

I was just having a look at the blood-themed barbarian rage powers found in the ACG. Some of them look totally cool. I was just wondering if anyone out there has tried using any of them with Skalds?

This PC of mine (Barachûrg) is a level 2 skald for PFS play. I was looking at what might be a good starting point for his rage powers starting at level 3. Especially the blood-themed rage powers in ACG.

I'm sort of leaning towards either the Draconic or Elemental blood powers. There's also the Abyssal blood powers, but I favour the first two.

But, since I've not actually given any of these a go in actual play (with either a skald or a barbarian), I was wondering if anyone out there has any experience with them they'd like to tell me about. Just curious as to what the practical good and bad bits would be in actually play.

Thanks in advance!


Hi All!

I was wondering if anyone could help me with an interpretation of the Raging Blood feat I found in ACG feats list.

It's written as follows:

Raging Blood
Your blood boils with latent energy, filling you with an intense fury.

Prerequisite: Eldritch Heritage or sorcerer bloodline class feature.

Benefit: You gain the 1st-level bloodrager bloodline power for your bloodline. In addition, you gain the ability to enter a state similar to (but less powerful than) a bloodrager's bloodrage. You can enter this lesser bloodrage twice per day, for up to 4 rounds. During this lesser bloodrage, you gain a +2 morale bonus to Strength and Constitution, and no morale bonus on Will saving throws. Otherwise, this benefit is the same as the bloodrage class feature.
If you have more than one bloodline, you choose the bloodline this applies to upon taking the feat.

The part I'm wondering about, of course, is the highlighted bit about twice per day for up to four rounds. That's the only part I'm not quite sure of. Should that be for up to four rounds each lesser bloodrage, or should it be a maximum of four lesser bloodrage rounds for the day, whether you take one or two lesser bloodrages? I'm guessing the RAI is a maximum of four rounds for the day, but I just want to be certain.

Thanks in advance for anyone who can clarify that for me!

Dark Archive

Anyone have any tips for playing a Crossblooded sorcerer? I've got this one here for PFS play. Orc and Red Dragon bloodline so he can blast things some nice with fire spells. A bit of a one trick pony, but I thought I'd give it a go. Built it with advice I got a while back here.

Apart from taking something like Iron Will to start, anyone have any practical advice for using this archetype? Like what bloodline mixes they find are way cool?

I also assume that Humans, Half-Orcs, and Half-Elves would make the best cross-blooded sorcerers because of the Human FCB of taking an extra spell per level below the highest level known. That would help offset the reduced number of spells known, I'm sure.

Anyway, if anyone has any experience playing Crossbloods successfully, I'd like to know about it. Looks like a cool archetype, despite the penalties.

Thanks in advance!


Hi All!

Just trying to make a build of an Primal Fire (wildblooded Fire Elemental) bloodline sort of sorcerer. One of the metamagic feats I was the Elemental Spell metamagic feat.

I just want to be sure I understand it properly. If I chose Elemental Spell (fire), then I could cast, say Magic Missile, as a spell that does fire damage instead of force? Or would that change to damage type only apply to elemental damage other than fire?

I just want to be sure I'm using this feat properly, should I choose it.

Thanks in advance.

Elemental Spell (metamagic) feat:

Elemental Spell (Metamagic)
You can manipulate the elemental nature of your spells.

Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.

Special: You can gain this feat multiple times. Each time you must choose a different energy type.


Hi, All!

I recently started a tread asking for ideas about how to make a funky Half-Orc blasty sort of sorcerer here. I noticed in the helpful advice therein that the cross-blooded archetype seems to be like an acquired taste. Love it or hate it sort of thing.

I'm sure lots of people out there have some opinions on this one. Just curious about the what players see as pros and cons for this archetype. Based on playing experience: both good or bad.

I'm a bit ambivalent and undecided about playing the Cross-blooded archetype. As I see it:
• Having two (complimentary) arcanas is way cool
• Two sets of (complimentary) powers and bonus spells is also way cool
• You have to think carefully about the bloodlines you choose (sigh)
• The drawback of less spells known and -2 to WILL looks really painful!

And anyway …

I would just like to know what the thoughts out there are around this archetype. Do the benefits outweigh the drawback? Or does the drawback outweigh the benefits?

Just looking for friendly and impartial discussions about this one. I'm not building a PC or nasty villainous PC around this archetype. Just curious about what experiences anyone had playing it.

Thanks in advance!


Hi All!

I was trying to think of a 20 point build: a Half-Orc sorcerer. Largely because I'm partial to Half-Orcs. I thought it would be fun to try a more "blasty" sort of sorcerous build.

Partly because the FCB for Half-Orc sorcerers is +1/2 damage for fire spells, I thought it might be fun trying to have a Half-Orc sorcerer of the Fire Elemental, Fire Primal or Efreeti bloodline.

Most of the abilities for all three bloodlines seem quite capable of blasting the opposition to ash. Having said that, it seems to my mind that the Efreeti bloodline seems to be a bit more versatile with some of the bloodline spells and bloodline powers.

Just wondering what anyone's thoughts might be on one of those bloodlines for a Half-Orc sorcerer. Especially what the best feats to select. The feats I was thinking of, for starters, are:
• Elemental Focus (fire); obvious one, I should think
• Spell Focus (Evocation); most blasty spells seem to be Evocation school types
• Greater Spell Focus (Evocation); ditto
• Elemental Spell (Metamagic); if using the Primal version of Fire Elemental
• Precise Shot (Combat); to make the fire ray more likely to connect

The basic framework I was thinking of was with the following stats:
STR 12 (+1)
DEX 12 (+1)
CON 12 (+1)
INT 12 (+1)
WIS 12 (+1)
CHA 18 (+4)

Probably not the most imaginative set of stats out there, but it's a work in progress sort of thing.

Anyway, if anyone could give me any pointers on how to make a good fire-blasty half-orc sorcerer with those sorts of parameters, it would be much appreciated. I would also be interested in anyone's thoughts of a core race that might be better as a fire-blasty wizard. I'm partial to Half-Orcs, but open to looking at the other races too.

Thanks in advance for any advice anyone can give!

Cheers!


Hi all!

I might be playing a Rogue soon for the first time. Just want to be clear about one thing for Sneak Attacks, though. Is the sneak damage just once for the whole round? Or can you use it several times in one round if a rogue has more than one attack.

For example, a rogue with two weapon fighting at level 1. He's flanking a foe and hits with both weapons that round. Would the sneak damage just be +1d6 for the round? Or would the sneak damage be +2d6, one for each hit that one round?

Just want to make sure I don't get my expectations to high at the wrong time!

Thanks in advance!


Hi all!

This time I'm trying a build for an Ifrit Skald. If anyone could give me any pointers or ideas on this, that would be cool. Not for a game or anything like that. Just want to see if I'm on the right track and all that.

Here's the plan for feats that I've got so far:
Level 1; Extra Performance (feat)
Level 3; Skald's Vigour (feat)
Level 3; Lesser Fire Elemental Blood (rage power)
Level 5; Arcane Strike (feat)
Level 6; Fire Elemental Blood (rage power)
Level 7; Scorching Weapons (Ifrit feat)
Level 9; Inner Flame (Ifrit feat)
Level 9; Reckless Abandon (rage power)
Level 11; Greater Skald's Vigour (feat)
Level 12; Greater Fire Elemental Blood (rage power)

Thanks in advance for any advice anyone can give me!


Hi there!

I was just wondering if anyone could give me a critique on this Ifrit Sorcerer build of mine. It's not for a game, or anything like that. Just seeing how to go about making a spiffy blaster of an Ifrit Sorcerer and see if anyone has any pointers on it.

Here was my cunning plan for feats, by level (including bonus feat at level 7):
1. Point-Blank Shot (Combat)
3. Precise Shot (Combat)
5. Spell Focus (Evocation)
7. Greater Spell Focus (Evocation)
7. Skill Focus (Knowledge [planes]) - bonus feat for level 7
9. Eldritch Heritage (Efreeti)
11. Arcane Blast
13. Improved Eldritch Heritage (Efreeti)

Thanks in advance!


Hi there!

I bought the Blood of the Elements Player companion some time back. The Geniekin races all look pretty interesting.

I've tinkered around with some 20 point builds of sorcerers of the appropriate Elemental bloodline (Ifrit/Fire, Oread/Earth, Sylph/Air, Undine/Water). Just to look at how the way cool boost to charisma for class abilities might add up.

I've been told Ifrit make good Skalds because of the Wildheart alternate racial feat. It looks like Suli would make good Skalds because of their higher strength, and charisma.

Otherise, it looks to me like:

  • Oreads are good as fighters, clerics, druids or war-priests
  • Sylph would be good as rogues, wizards, or maybe slayers
  • Undines would make good clerics, druids, or sorcerers

Those are my impressions of those races. But just to me, personally, it looks like an Ifrit would be the more interesting of the lot to try and play.

But has anyone out there had any experience playing Geniekin characters? I'd just like any tips or insights before trying to play one of these cool looking races.

Thanks in advance!


Hi there!

I was just tinkering around with a few ideas for an Ifrit Sorcerer build. Just because. Obviously, I was thinking of the Fire Elemental bloodline because of the effective CHA boost. But I was just wondering if there was any point in taking Eldritch Heritage with the Efreeti bloodline.

The thing is there are duplicated bloodline powers for the two bloodlines:

  • First: Fire Ray for both
  • Third: Elemental Resistance (fire) for both
  • Fifteen: Elemental Movement (fire) for both

The only difference for bloodline powers is at level Nine:

  • Efreeti bloodline: Efreeti Form
  • Elemental bloodline: Elemental Blast

I think that if one really, really, really wanted the Fire Elemental bloodline and Eldritch Heritage for the Efreeti bloodline, you would probably still need to take Eldritch Heritage to duplicate the Fire Ray power before taking Improved Eldritch Heritage to get the Efreeti Form power.

My question, after all that, is this: is there any benefit to getting that Fire Ray twice? Or is it just an expensive feat tax sort of thing? I just want to know whether or not it's worthwhile trying to take Eldritch Heritage with the Efreeti bloodline. Probably not, as near as I can tell.

Liberty's Edge

1 person marked this as a favorite.

Hi, All!

I've got this new PFS skald character, see? Put him through one whole PFS module successfully so far. Kind of new to trying out skald characters myself, although I have played bards in the past, which are cool.

Anyway, I built this fellow, Barachûrg, on the advice of several others on Paizo to a lot more combative than bards could ever be.

Has anyone had cool experiences, or less than cool 'oopsies' to learn from, playing Skalds like that? I like how the Skald can really do a number on foes due to his or her own rage song abilities.

Anyway, if anyone can give me some food for thought on good or bad ideas for combative Skald characters, it would be much appreciated.

Thanks in advance!

Liberty's Edge

Hello!

I've just been experimenting with a new Skald build. I was just wondering what rage powers anyone out there would recommend for their rage songs. I've been looking at the totems and some other rage powers. Just wondering if anyone out there has had much experience playing a skald.

I just threw together a couple of lists of some of the rage powers that I've looked at and grouped them together as Totem rage powers, and those that are not totems (that I've had the time to look at). Any comments anyone could give me would be cool.

I'm also kind of curious as to what rage powers I haven't listed people have used to good effect with skalds.

Thanks in advance for any advice!

Rage Totem Trees:

  • Beast Totem: buffs allies with natural attacks and armour
  • Celestial Totem: good vs evil nasties and quick healing
  • Chaos Totem: only really useful when all you'll fight are lawful types
  • Dragon Totem: kind of heavy on prerequisite tax
  • Elemental Totem: Not as versatile as Elemental Rage tree
  • Fiend Totem: Only really useful for all-evil parties (ever so nasty!)
  • Hive Totem: Only useful when you know you'll be facing LOTS of swarms
  • Spirit Totem: Lots of extra damage, but useless against undead
  • World Serpent: Really good versus outsiders and many kinds of DR

Other Rage Powers:

  • Elemental Rage tree: can pick and choose type of extra elemental damage
  • Powerful Blow: extra damage per hit is always useful
  • Renewed Vigour & Regenerative Vigour; gives allies and skald extra healing (a bit redundant with Skald's Vigour and Greater Skald's Vigour, though.
  • Swift Foot: good for extra mobility for your party while song is on
  • Linnorm curses: that lot is just plain nasty (I likes them, I does!)

Liberty's Edge

Hello!

I've just been experimenting with a new Skald build. I was just wondering what rage powers anyone out there would recommend for their rage songs. I've been looking at the totems and some other rage powers. Just wondering if anyone out there has had much experience playing a skald.

I just threw together a couple of lists of some of the rage powers that I've looked at and grouped them together as Totem rage powers, and those that are not totems (that I've had the time to look at). Any comments anyone could give me would be cool.

I'm also kind of curious as to what rage powers I haven't listed people have used to good effect with skalds.

Thanks in advance for any advice!

Rage Totem Trees:

  • Beast Totem: buffs allies with natural attacks and armour
  • Celestial Totem: good vs evil nasties and quick healing
  • Chaos Totem: only really useful when all you'll fight are lawful types
  • Dragon Totem: kind of heavy on prerequisite tax
  • Elemental Totem: Not as versatile as Elemental Rage tree
  • Fiend Totem: Only really useful for all-evil parties (ever so nasty!)
  • Hive Totem: Only useful when you know you'll be facing LOTS of swarms
  • Spirit Totem: Lots of extra damage, but useless against undead
  • World Serpent: Really good versus outsiders and many kinds of DR

Other Rage Powers:

  • Elemental Rage tree: can pick and choose type of extra elemental damage
  • Powerful Blow: extra damage per hit is always useful
  • Renewed Vigour & Regenerative Vigour; gives allies and skald extra healing (a bit redundant with Skald's Vigour and Greater Skald's Vigour, though.
  • Swift Foot: good for extra mobility for your party while song is on
  • Linnorm curses: that lot is just plain nasty (I likes them, I does!)


Hi, All!

I was just trying to make a Half-Orc Skald build for PFS play. I'm partial to Half-Orcs, so I didn't want to change that. And I didn't see a Skald archetype that appealed to my my play style, etcetera. That being said, I was wondering if I could get a bit of a critique for what I've got so far (20 point buy, of course):

STR 12 { more support than front line }
DEX 16 { mostly for better AC and reflex saves }
CON 12
INT 12 { to help him be more of a knowledge monkey }
WIS 12
CHA 15 { to bump up later, etc, etc }

Racial:

Half-Orc STUFF:
  • Bestial instead of Ferocity, for better perception
  • Rock Climber instead of Intimidating (since he's not strong like ox)
  • Chain Fighter instead of normal Half-Orc weapons (spiked chain is a cool weapon!)

Traits:

3 Traits & 1 Drawback:
  • Seeker (social); for even better perception
  • Militia (regional); Profession (soldier) as the day job bit for extra cash
  • Outcast (race); Survival is a useful skill, I guess
  • Mark of Slavery Drawback (fits with the Chain Fighter, story-wise)

FCBs:

Favored Class Bonus (got options!):
  • Half-Orc; one extra bard/skald performance per day
  • Human; one extra spell known (below highest); I'd want to focus on this one

Feats:

Feats (and the cunning plan thereof):
  • Lingering Performance to start at level 1 (to the the most use out of them!)
  • Skald's Vigor (a bit of fast heal is good) - level 3 or 5
  • Weapon Finesse; to make better use of high DEX and spiked chains - level 3 or 5
  • Resilient Brute (half-orc); could be a life saver, I think
  • Grudge Fighter (orc); to give him a little extra 'oomph' in a dust-up
  • Defiant Luck (human); cool and a potential life saver
  • Inexplicable Luck (human); way cool!

But Anyway...

If anyone could give me a critique about the above, it would be appreciated. The Skald is a cool hybrid class, so I'd like to give it a go with a Half-Orc in PFS play. Obviously, I was trying to avoid having a 'dump' stat, which may or may not be out to lunch.

Thanks in advance for any advice and tips and all that!


Hi there!

I know that Eldritch Heritage is allowed for PFS characters. I just want to know if that also applies to the supplementary guides, like Bastards of Golarian or People of the Sands.

For example, I have a Bloodrager with the Abyssal Bloodline. I need to take a bloodline other than Abyssal for Eldritch Heritage; that's a given. Can I take the Orc (OoG) or Div (PotS) bloodlines, or do I have to stick to something in one of the larger rule books, such as Boreal (APG) or Aberrant (CRB)?

Thanks in advance!

Grand Lodge

I rather like the bloodrager class. Have had fun so far with PFS play using a half orc bloodrager. Got loots of cool tips on a build for one through these message boards.

`tis lotsa fun having a PC what can slice, dice, smash, and trash the opposition! AND life to tell the tale!

So far, I've played my half-orc bloodrager, with the Abyssal bloodline. And I've been tinkering with a Dhampir bloodrager with the (ever so appropriate) Undead bloodline. Just wondering what anyone else might have tinkered with for bloodragers. In particular, what combinations of race and bloodlines do people think make cool bloodragers?

I'm more interested in the mix of race and bloodline than the bloodrager archetypes.

Thanks in advance, all!


Hi All!

Just passing some time by tinkering with builds and I was looking at the Dhampir. Just because I think they're cool (read: they're just plain weird)

I was just wondering if anyone has any suggestions on a build for a Dhampir bloodrager? Undead bloodline, of course, because it's just so appropriate.

I was just tinkering with the standard 20 point buy sort of thing for a Dhampir bloodrager. With stats largely based on the stats for Crowe, the iconic. And I came up with the following (after racial adjustments):

STR 16
DEX 15 to bump up with levels. And as a prerequisite for Two-Weapon Fighting and Two-Weapon Defence
CON 12
INT 11 Odd number; to bump up with levels
WIS 10
CHA 13 Odd number; to bump up with levels

Any thoughts on this set of stats?

I thought having a two-weapon fighting bloodrager might be interesting, since Dhampir have good DEX. On the other hand, they're not so great with CON, which is a concern for front-line types.

If the two weapon thing isn't such a hot idea, what would be a good first level feat for this build? Toughness? Power Attack? Combat Reflexes?

I thought a Dhampir front line type would be an interesting challenge, since they're lacking a wee bit on "starch" compared to other races.

Thanks in advance for any ideas anyone can give me!


1 person marked this as FAQ candidate.
d20pfsrd wrote:

Raging Blood Feat

Your blood boils with latent energy, filling you with an intense fury.

Prerequisite(s): Eldritch Heritage or sorcerer bloodline class feature.

Benefit: You gain the 1st-level bloodrager bloodline power for your bloodline. In addition, you gain the ability to enter a state similar to (but less powerful than) a bloodrager's bloodrage. You can enter this lesser bloodrage twice per day, for up to 4 rounds. During this lesser bloodrage, you gain a +2 morale bonus to Strength and Constitution, and no morale bonus on Will saving throws. Otherwise, this benefit is the same as the bloodrage class feature.
If you have more than one bloodline, you choose the bloodline this applies to upon taking the feat.

Just wanted a bit of clarification on the highlighted bit above: "twice per day, for up to 4 rounds". Does that mean:

  • Up to four rounds maximum, for the entire day, or
  • Up to eight rounds maximum, for the entire day

    It just seems the wording is slightly unclear if that's a maximum of four rounds each time you use the raging blood, or a maximum of four rounds per day, whether you use it once or twice.

    Thanks in advance!

  • Grand Lodge

    Hi there!

    Got a new PFS character and survived two PFS modules already. It's a good start.

    I get the idea behind the day job thing. I didn't give my character one at the start, so I'll probably have to do that when he makes it to level two (should be after his next bit of fun).

    Just wondering if a 'day job' of Gladiator (as opposed to the fighter archetype) is ever done. My character is a bloodrager and could make good money in the ring. If it is a day job, would there be any mechanics for treating that day job different from any other?

    Being a gladiator is, of course, high risk. But comes with big pay packets too. Which is the only reason I'm wondering; to see if he can make more cash to splash on a day job than would be normal.

    Or is that sort of thing out of the scope of sanctioned PFS play? If it's not really part of PFS play, I guess I'd be just as well off going for something like Profession (Soldier), eh? Mercenaries are always in demand!

    Thanks for any comments or advice in advance!


    Hi there!

    It looks like I landed in a group suddenly. Here's the deal(s): all characters have to be of the goodly persuasion, no humans in the party, and a few classes aren't allowed (barbarians and bloodragers, at least). But skalds are allowed. I thought I might give that a go.

    I've volunteered to be the support sort of character, so I thought a skald might be an interesting way to do that.

    Any suggestions on a half-orc skald build. Or a half-elf, maybe?

    I'm not sure if the idea is a point buy or not. We're trying to a range a little "roll in" for character creation.

    I'm leaning toward the idea of a half-orc skald. Replacing half-orc ferocity with sacred tattoos (better saves), bestial (better perception), toothy (good in a tussle), or beast master (whips and nets are cool).

    The only alternate racial traits for half-elves that seem promising (to me) were ancestral arms, integrated, or wary.

    Ifrit or Suli would make interesting skalds. Although an Ifrit in that role just seems so wrong somehow...

    Anyway, any suggestions would be welcome.

    Thanks in advance!

    Grand Lodge

    Hi all!

    Just wanted to make sure I'm clear on taking the Arcane Strike feat for my bloodrager.

    Since its prerequisite is "ability to cast arcane spells", does that mean a bloodrager can not take that feat until at least 4th level (the earliest he/she can cast spells)?

    Thanks in advance!

    Liberty's Edge

    Anyone got any advice on the Shadow Puppeteer (the Wayang racial bard archetype)?

    Looks like it could be interesting to play. Especially using the shadow puppets to cause flanking or other mischief...


    Hi there!

    I was just thinking of the possibility of a Tengu Slayer for PFS play somewhere along the line. Since they're supposed to be good at being either a rogue or a ranger with their higher DEX & WIS, I figured they should be be good at the new Slayer class that hybridized the two.

    So, I threw together a 20 point buy Tengu Slayer at first level. No really stellar stats. Which is hard to do without having more than one stat that's a stinker. Here's what I got:

    STR 14 (not brawny, not scrawny)
    DEX 16 (good for Weapon Finesse & AC)
    CON 12 (oh well, can't have everything)
    INT 12 (a few extra skills never hurts!)
    WIS 16 (good for tracking and WILL saves!)
    CHA 8 (slayers aren't out to win popularity contests!)

    Taking Weapon Finesse to take advantage of the Swordtrained racial trait, which could be built up with Slayer talents.

    I was thinking of the Dark Archives faction to get the Librarian trait, which would make Linguistics a Class skill, which would take advantage of the Gifted Linguist racial trait as well. Or is there a not-faction trait that would do the same thing? Then again, I could always the Cosmopolitan feat later to do much the same, later on, since that +4 Linguistics bonus is slightly better than just having a class skill.

    Anyway, if anyone has any comments about this, it would be appreciated. I've not yet played either a Tengu or Slayer. But I thought it looked like a fun mix.

    Thanks in advance, eh?

    The Exchange

    Hi!

    Just wondering if anyone has any practical advice on playing a human Mobile fighter archetype. I have in mind a DEX based fighter using two short swords. Kind of like a dimachaerus; a kind of gladiator who fought only with two swords.

    Any advice would be cool and appreciated!

    Thanks!

    Grand Lodge

    Hello!

    I wanted to try playing a chaotic neutral half-orc bloodrager. With the Abyssal bloodline; just because.

    Anyone out there had any experience playing an Abyssal bloodrager? I think it looks cool. And kind of nasty, which helps if you're in the front line, of course.

    Just wondering if anyone could give me any hints and tips about playing an abyssal bloodrager. If so, thanks in advance!

    Thanks, all!

    Liberty's Edge

    Hello everyone!

    I wanted to try my hand at playing a Wayang Shadow Puppeteer racial bard archetype. I like bards in general, and this one looks kind of interesting. Weird, of course, but interesting.

    Anyone out there played a Wayang Shadow Puppeteer before? I just wanted some hints and/or pointers, if anyone has any.

    Thanks in advance!

    Scarab Sages

    Hi All!

    I was hoping to try my hand at a character with the Serpentine bloodline. A Nagaji sorcerer, of course. Anyone out there had experience playing either that bloodline or race? Or both?

    Thanks in advance!


    Hi all!

    I made and registered a PFS character and realized afterwards that I made typo in the name. It's probably not important, but does anyone know if it's possible to changed a character's name once it's registered?

    Thanks!


    Hi All!

    I didn't seem to get any response in the Rules Questions forums, so I thought I'd toss this one out in this form.

    I was looking at the Wayang racial bard archetype, the Shadow Puppeteer. It's a cool looking archetype. I just have some questions about it.

    First; does the Lingering Performance feat prolong the Shadow Servant and Shadow Puppets as normal bardic performances? So, would either continue for two rounds after the bardic acting performance ended?

    Second; since the Shadow Servant is like the Unseen Servant, can it "fly"? Albeit slowly. I've not used the Unseen Servant spell in a game before (so many spells, so little time, blah, blah, blah).

    Third; since the Shadow Puppets are Shadow Conjurations, how do you handle the "20% real" bit for things like hit points and damage? I understand how things like DR would go from, say DR 5 to 1, DR 3 to 0, DR 12 to 2, etcetera. Would the Shadow Puppet's hit points and damage be treated as one fifth, fractions dropped and at a minimum of one?

    Lastly; has anyone here played this one? I'm partial to CHA-based characters like bard and sorcerers and this one looks kind of cool.

    Thanks in advance, everyone!


    Hi everyone!

    I was just trying to get into giving this PFS thing a go.

    Just in the process of making a few registered characters. You know, emergency back up characters should any of them snuff it, and all that.

    Not having done this before, I don't know if the characters I made would get the PFS seal of approval or not.

    Can anyone enlighten me on if/when some PFS sage tells you "yae" or "nay" to the character you've registered?

    Thanks!


    Hi All!

    I was looking at the Wayang racial bard archetype, the Shadow Puppeteer and just had a few questions about it to see if it's worth giving a go. It does look like a rather interesting bard archetype.

    First Question; would the Lingering Performance feat also work on prolonging the Shadow Servant and Shadow Puppets as normal bardic performances. That is, would either continue for two rounds after the bardic acting performance ended?

    Second Question; since the Shadow Servant is a kind of Unseen Servant, can it "fly" - albeit slowly and within range? Obviously, I've not used the Unseen Servant spell in a game before (so many spells, so little time, blah, blah, blah).

    Third Question; since the Shadow Puppets are Shadow Conjurations, how do you handle the "20% real" bit for things like hit points? I understand how things like DR would go from, say DR 5 to 1, DR 3 to 0, DR 12 to 2, etcetera. Would the Shadow Puppet's hit points be treated as one fifth, fractions dropped and at a minimum of one?

    Fourth Question; anyone out there had any experience with this interesting archetype? I'm partial to CHA-based characters like bard and sorcerers and this one looks kind of cool.

    Thanks in advance, everyone!


    Hi there!

    I'm playing a chaotic neutral Sorcerer/Bard multi-class character. He's got the Abyssal bloodline the Dancing Dervish bard archetype. Would anyone have any good suggestions for feats for such a character?

    He's not a front-line character, of course. I'm multiclassing as a bard to give him a bit more "starch" and extra skill points. I want to make decent choices for feats for this character. But there's just so many to choose from and so few I can use. I'm not yet decided if I should go more melee, magic focus, or a mix of the two

    Combat Feats I'm considering:
    - Deadly aim (decent DEX, so he can be handy with a bow)
    - Improved Initiative (which never hurts)
    - Improved natural weapons (for claws; the DM said he would allow it)
    - Weapon Focus (claws)

    Magic-related feats I'm considering
    - Spell Focus and Greater Spell Focus (Illusion school)
    - Mages Tattoo
    - Skill Focus (Knowledge[any]) and Eldritch Heritage (Arcane); to get a familiar.
    - Skill Focus (Diplomacy) and Eldritch Heritage (Serpentine); just because it looks like a cool mix with the Abyssal Bloodline
    - Skill Focus (Stealth) and Eldritch Heritage (Shadow); it also looks cool with the Abyssal Bloodline

    Anyway, if anyone has any comments about these choices, or any others, I would appreciate hearing them.

    Thanks in advance!


    Hi, All!

    I've got a character who's a multi-classed Sorcerer (Abyssal bloodline) and Dancing Dervish bard archetype. Just because. He's got a good charisma score, so I decided to multi-class with two charisma-based classes. He has reasonable dexterity too.

    Right now he's level 2/2. What I'd like to build up, should he live that long, is a character kind of like G'Kar from the old Babylon 5 show. That is: dangerous and formidable, but with a charming elegance.

    He's also chaotic neutral. So he's neither a stinker nor goody-two-shoes.

    Any suggestions for feats and/or spells that might help build him in that general direction?

    Thanks in advance!


    Hi there!

    Just a bit of a poser. I have a multi-class Sorcerer and Dancing Dervish (Bard Archetype). I was looking at feats for levelling up. In particular Arcane Strike.

    The thing is, the damage increases are based on the 'caster levels you posses'. And the prerequisite is being able to cast arcane spells, like sorcerers and bards.

    In the case of a feat like this, where both classes in a multiclass meet the prerequisite, would the "caster level" for this feat be the sum of the two different arcane casting classes?

    So, if he's, say, level 5/2, would he be treated as level 5 or 7 for the sake of a feat like this?

    I realize the spells are class-specific. Just wondering if in a case like this, the levels in a mulit-class stack because more than one class meets the prerequisites.

    Thanks!