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Suggestions for a Rage Powers for a Dwarf Barbarian? Im taking Steel Soul as my level 5 feat, so Im not concerned with Superstition. The Beast Totem line seems like a no-brainer to gain access to Pounce.


What am I missing about Adamantine arrows? Looking over the description, I must be missing what theyre good for.


I used 20 point buy to get my stats. Started with:

Str 14 (with a composite longbow, gives +2 to damage; also Id like to be able to carry my stuff and have a chance of hitting things in melee if necessary)
Dex 16 with +2 from human and bump at level 4 = 19 (main attack stat and helps determine AC, Ref, and useful for Acrobatics and Stealth)
Con 12
Int 10 (as pointed out, Fighters are on the short end of skills so I didnt want to gimp my skill stat)
Wis 14 (purely for a non-horrific Will)
Cha 8 (a Fighters dump stat. I think 7s are a little cheesy yes)


Kyremi wrote:
YrdBrd, what kind of role are you seeing for the archer? Long-range stuff, or more up-close-and-personal shooting? If it's up close, take stuff like Snap Shot (at next level, since it needs +6 BAB). Also, why the Iron Will specifically?

Not real sure what role Ill be filling other than pin cushioning stuff. I am planning on taking the Snap Shot + Combat Reflexes line for when stuff gets near me though. I want to have all bases covered you know?

I took Iron Will to bring my Will save up to snuff with Fort and Ref. Not counting the Cloak of Resistance, I have +5 to all saves.
Any thoughts on the equipment Ive tentatively selected?


Since were talking about Archer Fighters being up to snuff, Im going to be playing 1 starting Friday. Our adventure is starting at level 5, 20 point buy, and the DM has bestowed us with 12k gp to spend. Here's what I have laid out so far:

Human (Archer Archetype)
Str 14
Dex 19 (bump at level 4)
Con 12
Int 10
Wis 14
Cha 8

Feats:
1. Point Blank Shot, Precise Shot, Rapid Shot
2. Weapon Focus
3. Deadly Aim
4. Weapon Speciailization
5. Iron Will

And now for my main conundrum, gear. Heres what I have in mind for magical gear thus far:
+1 Mithral Shirt
+1 Composite Longbow (with appropriate Str rating)
+2 Belt of Incredible Dexterity
+1 Cloak of Resistance
Efficient Quiver


STR Ranger wrote:
I asked james jacobs in his 'ask james' thread. His response was: Yes Samurai levels count as fighter levels. No you don't need.to multiclass.

Awesome. Thanks.


Oracle of Sunder wrote:
YrdBrd wrote:

"Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th." The Fighter level 4th is what is sticking out to us.

This has been brought up before. I forget which thread, but the result was that the Samuri lvls do count as Fighter lvls for that purpose and you do not need to take a lvl of fighter to take those feats.

Good to know. Anyone know where to find this for certain?


"Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th." The Fighter level 4th is what is sticking out to us.


Working on a samurai for a buddy for an upcoming adventure and we were wondering if he actually has to take a level of fighter to qualify for weapon specialization and greater?
From the weapon expertise entry under samurai: "Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization."


Starting a new campaign Friday and I will be playing an archer. Im trying to get my gear together. Id love some suggestions on the most useful kinds of special ammunition to keep on hand. Looking over TMs Ranger guide, he suggests Cold Iron, Alchemical Silver, and Adamantine. Thoughts?


Looking at the guide, then looking at d20pfsrd, and I cannot find the studded gauntlets you mention. Help?


My play group is starting a new campaign on Friday. Were starting at level 5, 20 point buy, 12k gold.
I have an idea and Id love some feedback on the stat array Im looking at and some feat advice.

TWF Dwarf Ranger

Str 16
Dex 14
Con 16 (bumped at level 4, all other bumps go to Str)
Int 10
Wis 14
Cha 8

Weapon of choice would be an Urgrosh to allow two-handed attacks when not full attacking and on AoOs. Most of the examples given in the thread involve humans, getting Power Attack and Combat Reflexes at level 1. Obviously with a dwarf, Id have to chose. Any thoughts on which is a better choice? Im thinking Combat Reflexes is the way to go since were starting at a point where Id already have my tripping buddy. As far as ability scores go, I tried to keep some balance but still get Str as high as I could without tanking Cha completely since it does affect a major skill in Handle Animal. The Con bump at 4 would be taken to get the most bang for your buck. Bumping Str does nothing to change modifiers yet.


Mergy wrote:
Any comments on the draft of a ranger tank I posted? I think he would get the job done quite well personally.

I dig it. Looks like it would be quite effective.

Heres a question though. Which is the more effective fighting style for this type of Ranger, TWF, or Weapon and Shield? TWF gives you access to the TWF line for free as well as Double Slice for full damage on your off-hand and Two Weapon Rend. Weapon and Shield gives you Shield Slam, Shield Master to eliminate the penalties when attacking with your shield and Bashing Finish.


What if my level 1 feats included Dodge?


Rogue Eidolon wrote:
YrdBrd wrote:

I started a thread for this but thought Id come here as well for advice/comments/critique.

Im working on my PC for an upcoming Kingmaker campaign. Ive been looking over the Aldori Swordlord archetype. It seems pretty cool and is a nice fit for the setting and story. Im looking for some advice/comments/critiques on my build thus far. Keep in mind were starting at level 1 but Ive got it mapped out to level ~ level 4 so far. Here we go:

Human Fighter Aldori Swordlord
Stats (20 point buy)
Str 14 Dex 18 Con 14 Int 10 Wis 12 Cha 8
Feats:
1. Exotic Weapon Proficiency (Aldori Dueling Sword), Quick Draw, Weapon Finesse
2. Weapon Focus (Aldori Dueling Sword)
3. Aldori Dueling Mastery
4. Weapon Specialization (Aldori Dueling Sword)

Ill be taking Greater Weapon Focus and Specialization at level 8 & 12 repsectively.

Aldori Swordlord is a wonderful fit flavorwise for Kingmaker. My Kingmaker character is actually a Bard with the Aldori trait from the Player's Guide whose uncle was a Swordlord. I recommend taking it for the flavor, so ignore the following if you don't want pure optimization advice, but you did come to my optimization guide thread, so, being forewarned--

Aldori Swordlord as an archetype generally loses a lot unless you are playing a system other than point buy and rolled up an insane character. This is because by default you are obviously going to be strength heavy, and losing Armor Training is a huge huge loss. Losing Weapon Training for Disarming Strike is also overall a bad trade. Counterstrike for Armor Training 3 is actually pretty nice, but the other things you get in exchange for the other Armor Trainings just aren't worth it...at least with a standard build.

There's a few feats, however, that synergize so well with Steel Net and Counterattack that they can catapult you back into a very strong build for what it does. These would be Crane Style, Crane Wing, Crane Riposte. With the full set, you are taking no penalty to fight...

Would this work if going Fighter at 1st level then multiclassing into Monk at 2nd?


Thank yall very much.


Total noob question, but I cannot find an answer. When you multiclass, do you gain the full HD + Con the first time you multiclass into another class or do you only get what you would normally get beyond 1st level? For example, Im thinking of multiclassing my level 1 fighter into monk at level 2. With a Con of 13 and gaining average HP (i.e. half the value of the classes HD rounded up or down depending on odd or even level) where would my HP be? Ive figured either 21 if you get full HD or 17 if not.


What about a human fighter with Combat Expertise, Imp Disarm, and Imp Trip at level 1? Using "heroic" stat array (15, 14, 13, 12, 10, 8) 17 Str 14 Dex 13 Int 12 Con 10 Wis 8 Cha. Chainmail + heavy shield for 20 AC. Wield a flail for +4 to hit 1d8+3 or +6 to disarm/trip. Level 2 grab Combat Reflexes.


By melee capable I mean they will be entering the fray themselves if need be. We had an experience a while ago where my friend playing the gunslinger had a cleric/wizard necro. For whatever reason, he could not get his turn undead or whatever it was to control undead to land and didnt really have anything for backup so he vowed never again. Thus we have a Summoner with 17 strength.


Cheapy wrote:
Jesus, TWO summoners? Don't worry about damage, those guys will obsolete everyone else anyways.

This is why I was looking for suggestions on how to modify my PC to benefit the rest of the party. Im thinking Ive pretty much been supplanted as the heavy lifter for melee.

Twoswords wrote:
For you I would suggest focusing on being able to dish out the most damage possible. If the clerics role is to heal, dont worry so much about armor. If not, see what you can do for decent AC to be able to stand as long as possible.

Were using the "heroic" stat array 15, 14, 13, 12, 10, 8. With the 13 in Dex and Chainmail Ive got an AC of 17 and 13 HPs.


Im playing in a 5 person Kingmaker campaign. Party make-up atm is Cleric, 2-handed Fighter (me), Gunslinger, Paladin, and Rogue.
We are closing in on level 2 currently. Our GM is allowing us to make changes to our PCs until we hit level 3 or so . 2 of my fellow PCs are changing classes. 1 has been playing the Gunslinger and has gotten quite frustrated with it; the other started as the Paladin but is finding it next to impossible to deal with the lawful good restriction. Both are planning on making melee capable Summoners.
Ideas on what would compliment this party? Ive been looking over the Bard and Cavalier since they are great enablers for other melee members. Or would another primary caster like a Wizard help since well have 2 eidolons (and their controllers who can stand in a deliver/take a hit) + a rogue?


What do yall think?

Race: Human
1. Power Attack, Weapon Focus (Greatsword), Cleave
2. Step Up
3. Combat Reflexes
4. Weapon Specialization, retrain Cleave to Following Step
5. Iron Will
6. Step Up and Strike
7. Disruptive
8. Greater Weapon Focus
9. Improved Critical
10. Spellbreaker
11. Great Fortitude
12. Greater Weapon Specialization, retrain Step Up and Strike to Dazing Assault
13. Lightning Reflexes
14. Teleport Tactician
15. Improved Iron Will
16. Stunning Assault, retrain Dazing Assault to Penetrating Strike
17. Improved Great Fortitude
18. Greater Penetrating Strike
19. Improved Lightning Reflexes
20. ?

Were playing Kingmaker starting from level 1. The rest of my group is a Cleric (not really sure where shes taking her toon, my guess is the dreaded "healer"), Rogue, and Gunslinger.
Going for a combination of high damage via Greatsword, save buffs, and maximum stickiness/disruption. My main goal is to, well, be the tank. Provide flanks for the Rogue and keep her from getting crushed and keep the other 2 out of trouble. To this end, Im liking the 2-handed archetype to up the ante with damage. However, losing out on Armor Training is causing me some concern. Granted, staying slow from losing AT would be mitigated somewhat with the Step Up line, Dazing/Stunning Assault later on, and the fact that 2-handers arent hurt as much by having to move and losing full attacks.


At roughly what level does Cleave outlive its usefulness and any recommendations for what feat to swap it out for?


Still cant find anywhere in the hardcopy books or online that states you get a minimum of 1 skill rank per level. Ive brought this to my DMs attention and he hasnt been able to verify this either. Anyone know where this is stated or have some insight other than "Re> above, that is almost certainly a problem with whatever 'chargen program' you are using. I don't use them. If you just use the rules and write it down (or type it out) you don't have problems like that...
And you end up 'knowing your character stats' alot better. Rule is CLASS SKILLS +/- INT BONUS has a Minimum 1 skill rank/level. Race modifications are on top of that, so Human Minimum = 2."? Cuz I did this, and still have no clarification.


Quandary wrote:

Re> above, that is almost certainly a problem with whatever 'chargen program' you are using.

I don't use them.
If you just use the rules and write it down (or type it out) you don't have problems like that...
And you end up 'knowing your character stats' alot better.
Rule is CLASS SKILLS +/- INT BONUS has a Minimum 1 skill rank/level.
Race modifications are on top of that, so Human Minimum = 2.
Anybody who is getting Combat Expertise will have minimum 2/3(Human) per level.

Thanks for the reply. I thought this was how things worked, but no matter how hard I looked, I couldnt seem to find anything that stated you get the minimum 1 point per level.


In your guide Rogue Eidolon, you mention in the skills section that most Fighters are going to have 1 skill point, 2 if human, 3 if you spend a Favored Class Bonus on it. This is of course if you dump Int. Now, when using trovetokens 3.75 PF character generator, making a Human Fighter with Int 7, Im only getting 1 skill point. Is there a flaw in the character gen, or is someone elses math wrong? Does a character get a minimum of 1 skill point regardless its Int score? If so, then a Human Fighter with 7 Int should have 2 skill points. If it runs strictly off your Int mod, then a Human should have 1 and non-humans 0. Help.
Im going to be playing a 2-handed fighter starting Friday. Right now, I rolling with stats of 18 Str 14 Dex 14 Con Int 10 Wis 12 Cha 8 so I have some skills. This is going off the assumption Id only have 1 skill point if I follow your stat recommendations. If Im wrong, I would love to have + 2 Wis and therefore + 1 Will saves.


Anyone have play experience with the Two-Handed Fighter archetype? All the goodies seem worth it, except losing armor training and being stuck at slow in medium and heavy armor and dealing with full armor check penalties.


dragonfire8974 wrote:
YrdBrd wrote:
I guess I shouldve phrased my question a little better. Im not worried about magic items, the campaign Im gonna be playing in soon is starting out at level 1, so no items for a while. My question is really at what point level wise does a PC really need to start worrying about bumping saves? I would like to stay away from relying on magic items because I have a feeling our DM is a magic-lite kinda guy. At some point I would like to pick up Dodge, Toughness, Great Fortitude, Iron Will, and Lightning Reflexes. Im just wondering if I should delay this til later levels to go hardcore with combat feats, mix and match, or try and grab the buffs asap. I would like to get my toon planned out, dont like trying to figure out feats every time I level.

protection from <alignment> protects you from dominate, charm, suggestion and other compulsion spells, so will can be almost ignored if you have support

death and negative energy effects are something you don't want to take chances on, and those come up depending on how much your GM wants you to suffer. after the fact, restoration works fine, but in the heat of things they are expensive to protect against as deathward is a 5th level spell for a druid. so again, if you trust your party and your GM, you may not need to protect against this

reflex saves generally only do damage, as a fighter you have a huge amount of hitpoints hopefully.

so it boils down to how much of this is going to be a team effort. if you can rely on your friends, you can rely on holding off attackers and beating them to a pulp. if you don't have a party that will support you enough and your GM likes status effects, levels 5-9 is where you should concentrate on raising your saves as that is when status effects can start to get heinous. otherwise level 9-12 is when saves should be boosted if you have a party that will support you

Great asnwer, thanks.

Our party is 4 PCs, myself as a Fighter, my wife as Rogue, her best friend as a Cleric, and my buddy as a Gunslinger. We may have a 5th member from time to time, Im not counting on it though. I can pretty much count on the Cleric (the whole reason shes playing it is for heals/support) but I think with 2 squishies (Rogue for sure is, Gunslinger has the same hit die as me but is definitely offensively oriented) Ill worry about staying upright sooner than later.


I guess I shouldve phrased my question a little better. Im not worried about magic items, the campaign Im gonna be playing in soon is starting out at level 1, so no items for a while. My question is really at what point level wise does a PC really need to start worrying about bumping saves? I would like to stay away from relying on magic items because I have a feeling our DM is a magic-lite kinda guy. At some point I would like to pick up Dodge, Toughness, Great Fortitude, Iron Will, and Lightning Reflexes. Im just wondering if I should delay this til later levels to go hardcore with combat feats, mix and match, or try and grab the buffs asap. I would like to get my toon planned out, dont like trying to figure out feats every time I level.


Ive done most of my tabletop gaming in the 4th edition D&D system, and in that system, the general concensus is around the end of heroic - beginning of paragon tier (levels 8-12) you look to pick up feats to improve your non-AC defenses. Theres a nice little feat called Improved Defenses that bumps all your NADs by 1 per tier (+1 levels 1-10, +2 levels 11-20, +3 levels 21-30). Unfortunately I dont think a feat exists in this game that takes care of all 3 saves at once, but if/when I started taking those sort of feats, Will would be 1st, Fort, then Ref. Im wondering in Pathfinder around what level should I start worrying about improving my saves? That level area I mentioned in 4th D&D is where the arms race with the mobs starts to take off and you as a PC have to start keeping up with defense and accuracy boosts.


Here am what thinking then:

Human BARBARIAN Invulnerable Rager level 1

Str 18
Dex 14
Con 16
Int 7
Wis 13
Cha 7

Feats: Power Attack, Raging Vitality

Gear: Chainmail, Greatsword

Am said before, play Kingmaker. Am take trait call Brigand. Give am 100 more gold, am can have best WEAPON and ARMOR am can get at level 1.
Am have 3 skillz, am wondering good skillz than PERCEPTION am train?


Am trying figure what toon am play in Kingmaker campaign. Am thinking of switch-hitting Ranger, Aldori Swordlord Fighter/Monk, or 2-handed Fighter. Am returning always here(1st PF toon am played BARBARIAN).
Am wanting help with abilities and race. Am always liking Dwarfs for am very similar in personaility (drunk, angry, like hit things) and bonus to CON and WIS am liking. Am liking Humans for more feat and skillz. Here ability scores am come up with (20 pb)

AM BARBARIAN (Human)
Str 18 (+2 from race)
Dex 16
Con 14
Int 7
Wis 13
Cha 7

AM BARBARIAN (Dwarf)
Str 16
Dex 16
Con 16
Int 7
Wis 13
Cha 7

Am wanting 16 Dex for more AC, but am wondering if need or want more Con for RAGE!!!


Rogue Eidolon wrote:

There's a few feats, however, that synergize so well with Steel Net and Counterattack that they can catapult you back into a very strong build for what it does. These would be Crane Style, Crane Wing, Crane Riposte. With the full set, you are taking no penalty to fight defensively and gaining as much as +6 AC from doing so. Furthermore, the first enemy to hit you in melee each round misses, giving you and attack, and the next time someone hits you in melee they do hit, but you get another attack from Counterstrike (assuming you have Combat Reflexes). Now the trouble with this is that it is hard to get the prereqs you need to get those Crane feats. It may be worth it to pick up a few levels of Monk (Master of Many Styles) to do so. Here's how it shakes out:

Human Fighter Aldori Swordlord
Stats (20 point buy)
Str 18 Dex 14 Con 14 Int 10 Wis 12 Cha 8

1. Monk(Master of Many Styles) using a Temple Sword instead of the Dueling Sword--Dodge, Crane Style (human bonus), Crane Wing (Monk bonus, ignoring prereqs as per usual)

So right away you can duel the crap out of your enemies, fighting defensively, and deflect one attack per round

2. Fighter(Aldori Swordlord) Weapon Focus (Aldori Dueling Sword / Longsword) and Improved Initiative (replace Improved Initiative with any other feat you like if you want)

Don't take exotic proficiency in it, since you won't be finessing it. In fact, what you'll want to do is two-hand the thing whenever you make the attacks on your turn, shifting it to one hand for the rest of the time so you can block attacks. Aldori Dueling Mastery isn't worth the feat cost--Crane Style and Dodge have already given you back all of the lost AC (plus a free block every turn) from a better stacking bonus type (Dodge bonus stacks, shield bonus doesn't), and you can replace the lost initiative with Improved Initiative (or do anything else you like)

3. Monk(Master of Many Styles) taking Crane Riposte (Monk bonus feat, ignoring prereqs as usual) and whatever you want (I recommend Deflect Arrows)

Here you get Evasion and Deflect Arrows. Aldori Swordlord is wonderful for this multiclass since you have to stay in light armor anyway to keep Evasion, so losing Armor Training isn't even that bad. Obviously you'll wear light armor, even though you lose the +1 Wisdom bonus to AC. Net gain that way. If you take Deflect Arrows, there's yet another thing that you can block every turn--this guy is a real master of whirling blades, blocking almost any sort of attack the enemy can throw your way with a barrage of steel. Even worse for your enemy, the first time they would hit you with a melee attack per round, you get a counterattack!

4 and beyond. Fighter (Aldori Swordlord)--continue much as you expected. Take thing like Power Attack for extra damage, Combat Reflexes to let you get more AoOs, etc. This build really comes into its own at level 9, when you gain Steel Net. At that point, you are taking no penalty at all to attack rolls to fight defensively, and assuming that you took 3 ranks in Acrobatics (and you did, right?), you're getting +6 to AC from it. That's snazzy. Plus you also get +2 more to AC against melee attacks, a free auto-block for both melee and ranged, Evasion against AoE, and a counterattack if they actually would hit you. You should be able to take out a small army of lesser swordsmen by yourself without so much as a single scratch, since you can even deflect a natural 20!

Rogue Eidolons take on my PC. Pretty much the same concept of dipping into Monk for the Crane Style feats. He however goes monk at 1 & 3 and goes straight for the Crane feats. Also, swaps Dex and Str in the abilities, doesnt Finesse, and doesnt go for Dueling Mastery.


Well, I checked out your suggestions, and wow. Totally ends up where I would want to take this type of fighter. A bit unconventional, but it totally fits the flavor and mechanics. Definitely solve the damage issue I was worried about.


I started a thread for this but thought Id come here as well for advice/comments/critique.

Im working on my PC for an upcoming Kingmaker campaign. Ive been looking over the Aldori Swordlord archetype. It seems pretty cool and is a nice fit for the setting and story. Im looking for some advice/comments/critiques on my build thus far. Keep in mind were starting at level 1 but Ive got it mapped out to level ~ level 4 so far. Here we go:

Human Fighter Aldori Swordlord
Stats (20 point buy)
Str 14 Dex 18 Con 14 Int 10 Wis 12 Cha 8
Feats:
1. Exotic Weapon Proficiency (Aldori Dueling Sword), Quick Draw, Weapon Finesse
2. Weapon Focus (Aldori Dueling Sword)
3. Aldori Dueling Mastery
4. Weapon Specialization (Aldori Dueling Sword)

Ill be taking Greater Weapon Focus and Specialization at level 8 & 12 repsectively.


Helaman wrote:
Protoman wrote:
Helaman wrote:


Cant swap it out Proto - its needed for Aldori Dueling mastery.

What I mean is swap out the order to pick up those 2 feats: weapon focus at level 1. Quick Draw at level 2.
Agreed on that for sure.

Is the +1 to hit that much of an issue at level 1? With Weapon Finesse, Id have +5 to hit at level 1. I figured on taking Quick Draw 1st for flavor.


Glad to see all the replies.
Anything to say about the ability scores? The main thing I dont like is the lower damage output from reduced Str. Playing this style of fighter isnt all about damage for sure. I want to carry my own weight in taking down mobs though, not just dancing around with a bazillion AC.


The Shaman wrote:
By the way, your character can't take combat expertise or improved disarm as s/he is now. CE requires 13 in Intelligence.

I realize I dont have the stat for CE. I was just listing the "recommended" feats for the archetype (found here http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fig hter-archetypes/aldori-swordlord-brevoy).


Im working on my PC for an upcoming Kingmaker campaign. Ive been looking over the Aldori Swordlord archetype. It seems pretty cool and is a nice fit for the setting and story. Im looking for some advice/comments/critiques on my build thus far. Keep in mind were starting at level 1 but Ive got it mapped out to level ~ level 4 so far. Here we go:

Human Fighter Aldori Swordlord
Stats (20 point buy)
Str 14 Dex 18 Con 14 Int 10 Wis 12 Cha 8
Feats:
1. Exotic Weapon Proficiency (Aldori Dueling Sword), Quick Draw, Weapon Finesse
2. Weapon Focus (Aldori Dueling Sword)
3. Aldori Dueling Mastery
4. Weapon Specialization (Aldori Dueling Sword)

Ill be taking Greater Weapon Focus and Specialization at level 8 & 12 repsectively. These are the other suggested feats for the archetype: Combat Expertise, Dazzling Display, Improved Disarm, Improved Feint, Improved Initiative, Lunge. I was looking at Combat Reflexes, Pin Down, Step Up, Following Step, and Step Up and Strike to enhance the "stickiness" and to me, that goes along with the flavor of being a duelist.