Ze'Rehan's page

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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
Dex 15
Con 16
Int 14
Wis 11
Char 12

After racial mods, it is now:

Str: 16
Dex: 15
Con: 18
Int: 14
Wis: 13
Char: 10

I've already planned out my feat progression from 1st through 20th:
Level 01 Enforcer; Bludgeoner
Level 02 Unarmed Strike
Level 03 Toughness
Level 04 Weapon Focus (Earth Breaker)
Level 05 Two-Weapon Fighting
Level 06 Weapon Specialization (Earth Breaker)
Level 07 Skill Focus (Intimidate)
Level 08 Greater Weapon Focus (Earth Breaker)
Level 09 Power Attack
Level 10 Improved Sunder
Level 11 Combat Expertise
Level 12 Greater Weapon Specialization (Earth Breaker)
Level 13 Penetrating Strike
Level 14 Vital Strike
Level 15 Improved Vital Strike
Level 16 Greater Vital Strike
Level 17 Improved Disarm
Level 18 Greater Disarm
Level 19 Improved Trip
Level 20 Greater Trip

Equipment:
Earth Breaker
Chainmail
Gauntlet, Spiked (x2)
Battleaxe
Handaxe
Belt pouch
Backpack
Bedroll
Whetstone
Waterskin
Pot
Flint & Steel
Mess kit
Rope
Grappling hook

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
Climb 1
Craft (weapon smithing) 1
Intimidate 1
Perception 1
Survival 1

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.


1 person marked this as FAQ candidate.

The feat is written as:

Extra Evolution
Your eidolon has more evolutions.

Prerequisite: Eidolon class feature.
Benefit: Your eidolon's evolution pool increases by 1.
Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th and 20th.

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!!


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.
Feats:
Level 01 City Born (Riddleport); Catfolk Exemplar (Claws)
Level 03 Aspect of the Beast: Night Senses
Level 05 Weapon Finesse
Level 07 Improved Natural Attack (Claws)
Level 09 Two-Weapon Fighting (will start using claw blades at this time)
Level 11 Vital Strike
Level 13 Defensive Combat Training
Level 15 Improved Vital Strike
Level 17 Improved Two-Weapon Fighting
Level 19 Catfolk Exemplar (Enhanced Senses - Scent)

Rogue Talents:
Level 02 Rogue Talent - Vicious Claws
Level 04 Rogue Talent - Bleeding Attack
Level 06 Rogue Talent - Single-Minded Appraiser
Level 08 Rogue Talent - Powerful Sneak
Level 10 Rogue Talent - Deadly Sneak
Level 12 Rogue Talent - Opportunist
Level 14 Rogue Talent - Improved Evasion
Level 16 Rogue Talent - Skill Mastery (Stealth, Disable Device, Acrobatics; Perception; Sleight of Hand; Sense Motive)
Level 18 Rogue Talent - Crippling Strike
Level 20 Rogue Talent - Trap Spotter


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."
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/featuredRaces/catfolk. html

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."
http://paizo.com/pathfinderRPG/prd/skills/climb.html#climb

As such, that extra blurb on that talent is irrelevant.