![]() ![]()
Scott Wilhelm wrote:
I think you misunderstood me. During the day (AKA - traveling), the pants part would be worn so I would be wearing full chainmail. It's just when my character is resting that he would lighten it down to a chain shirt. Until I can get that restful magic enhancement on a suit of armor, he'll have to rest in light armor to not be fatigued. You'd have to make multiple dips into Paladin; they don't get casting at 1st level. Sadly, we don't own Pathfinder Chronicles: Faction Guide (for the armor enhancements you mentioned), Pathfinder Companion: Adventurer’s Armory (for the kilt), or Pathfinder Player Companion: Knights of the Inner Sea (for the spell). Once my credit card is paid off, I'm going to have to start investing in these Player Companions... They look like they have some really awesome items in them! ![]()
Slim Jim wrote:
Out in the open, it can be useful. I don't know if it is just my groups or what, but we tend to deal with a lot of narrow quarters. I'd say at *least* a quarter of the time we have combat in areas that doesn't have a whole lot of maneuverability. 5' step may work a few times, but then backed against a wall or have an ally behind blocking me. Fighters are supposed to be the meat shield, especially in a smaller group. But, out in the open, I could see the appeal. Especially in a formation. And yeah, I'm going to be hurting without a missile weapon. Unfortunately, at 1st level, there isn't a whole lot of funds available. When I get the opportunity, I will acquire a bow. And I didn't even know about that Fortuitous ability. Nice!! ![]()
karlbadmannersV2 wrote: So if you're not worried about optimization what type of feedback are you looking for? There's been several ideas above that I have found intriguing. The feedback I've gotten on here has given me plenty to think about. I appreciate it because it helps me see the possibilities I've either overlooked or hadn't considered. And, in some cases, reveals things I didn't even know about. Like the feat Barroom Brawler. It's one I would never have even considered... But the fact that it allows me to meet the thematic desire for this character and use less feats... It gives me pause to reconsider it. I didn't even know about the Restful ability (I've always only looked at the abilities that have a + value). I'm definitely going to pursue it. And the other ability in that same entry... I now know I need to get that book so I can get it as it is very useful. Basically... Short answer to your question... I'm just looking for insights. Everyone has their own take, and getting feedback helps me to better improve how I look at my own characters. ![]()
skulky wrote:
We don't have the Chronicles. So, only what is on Paizo's PRD site is available, so I can't use Cornugon Smash. Does look appealing, though! For the non-campaign trait, I took Seeker so that Perception would be a class skill. Perception is one of the single most important skills, in my opinion... And seems very important for a fighter. Glory of Old is from a source we can't use. Again, restricted to the PRD sources. http://paizo.com/pathfinderRPG/prd That trait does seem really useful, though! ![]()
SorrySleeping wrote:
Hmm... I'm going to have to give that one some considerable thought. And yeah, the level 20 didn't concern me much. That weapon / armor training progression is exactly along my thoughts. And the extra feats being delayed another level if a dip occurs. But that barroom brawler does have a nice amount of appeal! ![]()
Asmodeus' Advocate wrote: There's actually an archtype of fighter that gives you the brawler's martial flexibility. Here's a link to it. It's even better if your GM uses combat stamina from unchained. It does do that... But at a heavy cost. Weapons Training is very useful. (I don't care about giving up Weapons Mastery.) Not sure if I'd want to give up weapons training (increasing bonus to both damage and attack is awesome). But, gaining those feats as swift (and eventually free) actions is very useful, too. Definitely intriguing and something to think about, though. ![]()
Bob Genghis wrote: At later levels, if you're worried about sleeping armored, you can sleep in full plate w/ Restful or mithril full plate w/ Comfort Oooh, I like that Restful one! (At 1st level, we can't get it, but will definitely look into it later in the game!) The Comfort one is not from an open source document and we have not purchased it, so I can't use it. But, would definitely be nice to get that. It'd be highly useful. Thanks!! ![]()
MageHunter wrote:
This is actually a very good idea... I'm going to have to look more into it. And the bonus skill point from favored class isn't really lost since brawlers get 4+int instead of the fighter's 2+int. Losing the bonus feat and weapon mastery at level 20 aren't major since earth breakers only get crits on a nat 20 and the brawler's ability to use any combat feet for free (well, costing a single move action) 4 times a day definitely makes up for not needing those other feats. (Though, greater improved trip has a nice side effect of granting a AoO to all allies next to that opponent... But Improved Disarm and Greater Improved Disarm wouldn't really be needed. Most opponents at that level do tend to be larger or, if near our size, have natural attacks. I like this idea. Thanks! ![]()
WagnerSika wrote:
That does look fun, but none of us have that book and it isn't an open license item. Might be useful for a future campaign (I'll need to purchase it). Especially if I combine it with the barbarian idea (see above). Thanks! It is very thematically appropriate. :-) ![]()
Slim Jim wrote:
I'm playing him from 1st level. We're going to be using an adventure path from Paizo. I don't know the name, but it is the one that takes place in Hold of Keldzen. As for miniscule... Last time I ran an adventure path, we made it further than that. That was a different group, but the adventure paths make it easier to keep the story going. In all the times I've taken Combat Reflexes (there have been many), I could count the number of times I've actually been able to use it on one hand with fingers left over. With the intent to eventually be using heavy armor, that offsets some of the benefits of being a barbarian (faster speed) and can only rage for 8 rounds a day. Combat could easily last longer (I've seen that happen many times) which leaves me fatigued during combat, which would hurt. Don't get me wrong, I was pretty tempted to go straight barbarian and use rage with this same concept. That may very well be my next pursuit. Take the feat to add my Str to my intimidate, rage and hit... It does have its appeals. How is the longhammer any better? Damage and crit range / multiplier. It grants reach, but with reach you cannot attack anyone adjacent. Sure, you can get an AoO if someone moves up to you to fight, but after that... You have to keep repositioning yourself so you aren't adjacent. Enforcer allows me to make a free intimidate check against anyone I just dealt non-lethal damage. With Bludgeoner, I can do non-lethal damage with blunt weapons without penalty. The intimidate I do with Enforcer lasts for rounds, causing that person to have the shaken condition. With the damage the earth breaker does (2d6 + (1.5 x str mod)), that'll last through a good amount of combat. With the added bonus that the opponent can be taken alive / interrogated. And skill focus improves my chances, which are already not that bad. The DC to demoralize the opponent is: 10 + the target's Hit Dice + the target's Wisdom modifier. And, to spread the effect, I'll be able to hit a different creature each round (if within range) to make multiple creatures shaken, helping everyone. And since non-lethal counts up and lethal counts down, the chances of knocking out the opponent are pretty decent. Which sources are the traits from? ![]()
TWF was just because of using two spiked gauntlets or using the hand axe and battle axe. Some hefty penalties, but I don't want to focus on 2 weapons. It's a backup. But, I don't plan to use a shield at all. And yeah... The combat feats at the end (trip, disarm) were a bit of an after thought. As for enforcer, that may be a fluff that they wrote into it, but it doesn't require that the person was a criminal. I don't see him as a criminal, but he does get into bar fights. Hence the desire for improved unarmed strike, although it would almost never be needed as spiked gauntlets can't be disarmed in combat. Class traits (weapon and armor increases) are here. I probably should have included it originally. Sticking with the base template: Class Features:
![]()
So, new campaign will be starting. I'm sure that this isn't an "optimized" build, but that's A-OK. I picture this character being a bit of a "sword for hire" (disregard that he doesn't use a sword) to pay for his bar tab. We rolled for stats, so I rolled this: Str 16
After racial mods, it is now: Str: 16
I've already planned out my feat progression from 1st through 20th:
Equipment:
At night, I should be able to have him take off the pants portion of the chainmail to turn them into a chain shirt to rest at night. The idea is that he'll use the earth breaker most of the time. First strike will be non-lethal which will grant him a free intimidate check against that person that will last for founds. Non-lethal will not give him an attack penalty due to the bludgeoner feat. If disarmed, he has the spiked gauntlets and can draw the handaxe / battleaxe as needed. Also, he has all three damage types covered for overcoming damage reduction. Using the preferred class bonus for skill points instead of hit points (preference on my part). And took a trait to turn perception into a class skill... Here's the skill point allotment for first level: Skills: 5
I've also planned out to third level on the skills. Survival, Intimidate, and Perception will be taken at every level. Thinking craft, too. Still have one trait slot available for the campaign trait. (Hold at Belkzen or something like that.) So... Yes... Not "optimized", but I *think* it should do nicely for what is planned. Alignment of CG and follows Cayden Calean. Seemed perfect for a dwarf who likes to drink his ale more than most. ![]()
Java Man wrote: You can retrain an earlier feat after getting the 20th, no epic levels.or house rules needed. Actually, can't do that. You can't swap out a feat for another that you wouldn't have qualified for at that level. So, at 20th level, you sure you qualify. But the feat you swap out for (such as one you picked at 19th level) has to be available at that level you were when you took the first feat. So, in that case, you would have had to qualify for it at 19th level. ![]()
Wheldrake wrote:
I, personally, favor taking 10 if in a situation where they have no reason to suspect anything. If they designate a lookout or if someone is scouting ahead or they know they are in hostile terrain, roll. But if casually strolling or just in town on downtime, etc. Take 10 in those cases. ![]()
Lorewalker wrote:
This is good. Unfortunately, if the DM doesn't intend to do epic levels, then the last one is forever out of reach. Will need to shoot that to the DM and see what his final judgment is. ![]()
The feat is written as: Extra Evolution
Prerequisite: Eidolon class feature.
Problem is, there is no 10th or 20th level feats (ignoring that they had a typo and called it an evolution instead of a feat under Special). Has there ever been an official ruling by Paizo on this? It isn't covered by the errata. I have had DMs rule before that you can take it at the following levels (since it specifies when you can take it vs qualify for it): 1, 5, 9, 13, and 17th. (Basically, every 4 levels which nets the same number but is achievable.) ![]()
Not sure about everyone else, but I like having a quick reference sheet for my magical gear. Making / updating a word document to list it out gets pretty tedious, though. I was wondering if anyone knew of a site (similar to this one for spells: http://www.thegm.org/perramsSpellbook.php) that already does this function? Having a description of the items, their caster levels, abilities, etc comes in handy so I'm not having to look up my gear to find out exactly how it operates. Much appreciated!! ![]()
Gary Teter wrote:
Since you asked us to do it... I have found that not *all* the spells on the spell lists are in the proper levels (yeah, don't have it off the top of my head, can look it up if necessary). Additionally, not all the feats are properly categorized. The one I just got done looking at (See? I have proofs!) is "Swap Places". Improved Swap Places is properly listed as a Teamwork Feat. However, on the index page, the feat "Swap Places" is not categorized as a Teamwork Feat (its detailed entry, however, has it on there). ![]()
Yeah, when it comes to combat, my guy won't be the cream of the crop. Kind of figured I'd be lacking when I even thought about trying to go for skills. And, admittedly, he's already had a rough start. He's dropped into negatives 4 times already. But, with our group, no one was willing to go fight the goblins up close. Our group isn't very optimized at all... Already got plans that, if this one dies, I'll be making a big brute of a fighter next. One who is truly geared to "smash gud". (Backup WAS going to be a cleric, but we now have the oracle...) Thanks!! I'm hoping to have fun with him, but he won't be stealing the spotlight in combat. Though, he did do fairly well this past session when I was able to flank with the other rogue. I think it was the most damage he's done yet, thanks to the SA using d8's. ![]()
Charon's Little Helper wrote:
Indeed... The first time, I believe, the player has played one. He has said that he wishes he had read all the abilities of a paladin before making it now, and he would have done the stats completely different. 10 Char..... But, live and learn, right? :-) ![]()
Charon's Little Helper wrote:
With all the other gear (and loot!) being carried, I've seen weight carried all too often hover around the border between Med and Heavy loads. Only reason I mention that. It has happened a LOT in the campaigns I've played. One reason I always try to get a wagon ASAP now. ;-) ![]()
15 point buy on stats, so my character is definitely weak to start off with. I'll admit, I went with skill-based (12 skill points per level). At the time of creation, we had a paladin, magus, and alchemist. Found after a few sessions that the paladin was built for ranged and skills (d'oh!) and the alchemist is a sneaky person who doesn't mind stealing from the team, so my skills are helping me keep on him... But, with the high acrobatics I didn't see a need to worry about the problems of AoO by movement. And I *did* do one thing to offset my 3/4 BAB: Weapon Finesse. And 2 sets of claw blades! Why just go with one? This is the purpose of 2WF. Plan to also end up offsetting the penalties of things like Deadly Sneak by only adding the number enhancement when I enchant my claw blades. IE: +1, +2, +3 vs +1 Flaming. At level 1:
Level 4: +1 to str (bump it to a 12).
And yes, I plan to flank. Since creating my character (no archtype), we have gained another rogue who went with a high dex vs int and is focused on combat (we're working pretty well on flanking each other), and just recently a Phalanx Soldier and an oracle. As for City Born, it was a RPing thing, I'll admit. Fit with the trait I picked from the new player's companion for the adventure path (Family Ties - I'm adopted by a Varisian family when I was young; my parents were hired for an archeology team down in Chalix (catfolk commoners, they were expendable in the eyes of the wizard) and were lost at one of the ruins. Quite admittedly, probably not the best mechanics-wise. Oh, I should have mentioned (sorry) that we're limited on sources. CRB, APG, Advanced Races, Ultimate Combat and Magic, Ultimate Equipment... And that new class book. Ultimate Classes or whatever it is called. (Bad Ze'Rehan, should have mentioned that in the beginning!) Rogue Talent - Weapon Training - This probably would have been a good choice... I took Single-Minded Appraiser strictly for the RP aspect. (We've kinda stressed RPing and are kind of laid back. Have had fun emphasizing the feline aspect...) Definitely not an optimal choice on my part... Your suggestion of talent is quite better. Nimble Striker would be good, but I replaced the Sprinter item with racial climb (has paid off multiple times!). Just to make sure I point out what I've taken so no one (beyond this point) yells at me...
Claw Pounce - Problem: Requires BAB of +10 (not until much later) and I can't due to Alternate Racial Feature (which I failed to mention in the original post). Offensive Defense - Circumstantial, but I could definitely see where it would be used often enough to be quite worth it. Underhanded may or may not be applicable. Especially once I have the claw blades, DM might rule them as not being concealed. Twist Away - This looks pretty spiffy, actually... Never knew about it. Improved Crit - I originally took this back when I was under the mistaken idea that crits also meant SA (3.5 sneaking into my assumptions). Since they don't, I don't consider 19-20 to be enough an improvement to warrant this feat just to double my 1d8 to 2d8. Plus, you'd laugh if you saw my standard rolls in a night. Most nights, my rolls are pretty low on average. Doesn't make sense, but it's pro quo for me. Critical Focus - If I had a higher threat range weapon where I would crit often enough, definitely!! With my low range, I will disagree on this part. No offense! Destroy Identity - I worship a non-evil deity. Sorry... lol My character is the "Good" rogue. Donates to the orphanage quite a bit. The other rogue is the more "Evil" one. He deals with interrogations along with the alchemist. lol Another Day - I figure that by the time I get this, I won't be reaching -1 - -10 very often... Enough damage will be flying around to straight up kill my rogue instead. (Which hopefully doesn't happen) Thanks for your insights, though! And yeah, I definitely will be having weak saves for Fort and Will. :-/ And you definitely mentioned a few I never thought about and would be quite tantalizing. :-) And to the comments about Vital Strike and 2WF, they compliment each other. If you move, you can only do one attack. If you only take a 5 foot step, you can 2WF. From my experience, there is a lot of movement going on in combat, so Vital Strike will get a lot of use. First round that I've moved close enough to fight, if the opponents are spread out, etc. I have had it occur way too many times for this one not to pay off. So, purpose: I'm being enough of a skill monkey to meet my skill monkey desire without completely neglecting my need to aid out in combat. Originally, I was the only rogue. However, now there are 2 of us and we are flanking quite well in combat. :-) But, I'm not going to neglect my need to offer the skills, hence Skill Mastery. ![]()
Charon, that depends on the player's dex modifier. Or weight encumbrance. Four Mirror is 15 lbs heavier and has a max dex bonus of +2 while scale mail has a +3 max dex. That completely offsets the +1 armor bonus and has a better touch AC. I understand some DMs are rather easy going with encumbrance, but I like the extra level of realism it adds when the players are having to consider what they are going to carry with them. And GreyWolfLord, I like your answer! :-) ![]()
Okay, so I so far think that this build seems pretty nice... Yes, it isn't the "best" for combat, especially in the beginning. But, we've made it through 3 levels so far and I'm thoroughly enjoying it. Then again, I gave him a lot of character... But, what are your opinions on this build? Note, the DM gave us a free feat from the original player companion for Rise of the Rune Lords, which we are currently playing.
Rogue Talents:
![]()
Okay, so I'm not being an idiot and missing something. It actually is pointless. And Avoron, I agree. If you're going with a catfolk rogue, the vicious claws is a necessity. Alternate racial trait to pick up claws at 1d4. Exemplar feat to bump it to 1d6. Another feat (Improved natural attack) to bump it to 1d8. Every claw hit does 1d8 and, if you are flanking, it is 1d8 + xd8 for however many normal d6's you get from sneak attack. :-) Weapon Finesse and TWF only improve upon this. Thanks all! Really glad I wasn't just banging my head against the wall uselessly trying to figure out what I must be missing as there was nothing to miss. :) ![]()
What is the purpose of the catfolk racial rogue talent "Nimble Climber" stating "If she has the climber racial trait, she can take 10 on her Climb checks even when in immediate danger or distracted."
By the rules, anyone with a climb speed can already always take 10: "A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing."
As such, that extra blurb on that talent is irrelevant. ![]()
Given that the Charau-ka are not related to the Vanaras, I'm curious where the most appropriate local would be for a Vanaras to be from in Pathfinder. I was thinking the Mwangi Expanse, since the Vanaras have a natural climb ability and would be home in a jungle, but it does not sound like they would survive well there with these evil shrieking apes all over. -Ze'Rehan |