Sea Dragon

haruhiko88's page

Organized Play Member. 569 posts (2,570 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 13 aliases.




So I haven't actually written anything in quite some time, I've been running AP's for my group, and I feel like getting back into the swing of things. But I come to the community because I need help. The inspiration of this comes from one of the worst games I've ever played in and I want to fix that. The setting is Golarion pretty simple, probably somewhere in the Inner Sea possibly Varisia don't need help with the area, I need help with a few mechanics and I will explain.

The concept is that an ancient cyclops (cyclops Time Oracle 20) is trying to bring the Ghol Ghan empire to the current world to take over. Time travel will be one of the recurring things, and useful knowledges would be History and possibly Engineering for certain things. Every arc of the campaign would be a setup to attacking a large fortress, when the party reaches the innermost chamber they run into a temporal field and are suddenly teleported (forced through time) to a different location. When the party finishes whatever major task is involved they rejoin the fight for the fortress at a different part of the fortress, and must move along, unlocking doors, moving larger threats etc out of the way of their previous selves all while not getting caught. Eventually they come to the inner most chamber again and hit a different level of the temporal shield and repeat. I think starting as Pathfinder Core and every time the group hits the temporal shields giving them a free retraining for anything is something I would like, but what kind of penalties would I use if the party catches themselves or fails to remove a challenge or threat?


So I've just gotten started with PFS play and it is extremely fun so far. I am playing a dual wielding cleric, not here to ask how viable it is (I know what it will be capable, I know a lot of things will be better than it and I'm okay with that. I'm a cleric, if I have to smack it in melee then I'm protecting the casters) but I am asking for advice on my 3rd level feat. The plan is to dip into fighter with the tactician archetype for skill points and bab and later on grab a few extra feats by furthering my fighter levels. Should I take the eclectic feat and grab an extra skill point, or should I grab the additional traits feat for reactionary (or similar trait) and magical knack to further my caster level?


Dabbling with some character concepts I seem to enjoy the idea of a ranger using a quarterstaff. Obviously twf comes into play which I like the idea of in theory but I've never played a two weapon fighter before. Would the quarterstaff master feat be enough of an incentive to wield a quarterstaff?


I am playing in a Kingmaker game and taking leadership and I wanted to build a ragechemist for some time and decided to build it as a cohort. Does this build look okay for 20 point buy?

Str 17 (+2 racial bonus)
Dex 13
Con 14
Int 16 (+1 boost at level 4)
Wis 8 (Wis or Cha and I think I should dump something other than Cha)
Cha 10

Level 1 Barbarian (Hurler)/4 Alchemist (Ragechemist)

Race Half Elf
Feats: Toughness, Throw Anything, Brew Potion, Power Attack, Master Alchemist
Abilities: Low-light vision, Keen Senses, Elven Immunities, multitalented, adaptability, rage 6 rounds/day, bomb 2d6 7/day, poison resistance +2, mutagen, rage mutagen.
Discoveries: Infuse Mutagen, Feral Mutagen

Note: I kinda wanted to build a hulk style character and this is what I came up with. The formulae list is full of self buffs like bombers eye, longshot, enlarge person, and bull's str. When utilizing Rage Mutagen, Bull's Strength, Enlarge Person, and Rage I can push the strength to 33. Is it worth it?