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Beware your Will save as a Barb, you don't wanna get dominated and end up TPK'ing the party. I'd strongly suggest Superstition/ Iron Will/ not dumping your Wisdom.

Also the feat Extreme Mood Swings is really good for you too.


If you don't have a Bard in the party or a divine caster with Bless, then yeah I think Flagbearer is very helpful. If you ever get the cash you can combine that with the Banner of the Ancient Kings for better bonuses.

Also Deific Obedience: Irori is very good as well. +4 to Knowledges so you can be the perfect... librarian. If you take the Additional Traits feat you can pick up the Wisdom in the Flesh trait (it's in that link) and you can substitute your nice Wisdom mod for one Strength/Dexterity skill.


I get the flavor for the Harrow Bloodline, but if you wanted a little more bonuses and flavor you might want to consider Fey Obedience: Magdh. +4 to all Int-based skills and you still keep the future-seeing vibe.

Do you fight a lot of incorporeals in your campaign? Because Phantom Fighter is kind of situational and could be retrained.

Meirril makes a good point with Dazzling Display. Spell Focus (Necromancy) can up the DC of your fear causing spells.

Geruvurrda's got a point as well for Combat Advice, since you're probably not going to be making many full attacks. Giving others +2 to hit for a move action is nice.

Speaking of actions, if you're not spending many swift actions or giving out morale bonuses you qualify for the Battle Cry feat. Party-wide +1 to hit, +4 saves against fear, and they get a reroll on failed fear saves.


The program's totally busted, your character's busted:
Scion of Humanity only lets you qualify as human to take human feats and favored class bonus. You can't get any human racial traits. What your character really doesn't have:

Gutter Rat
Heart of the Slums
Heart of the Streets
Imperious Human
Mixed Heritage
Silver Tongued
Versatile Human (no extra +2 to two different stats)

...Of course if your GM is totally fine with this and you don't feel guilty about it, by all means.

Aasimar get an option to trade out their spell-like ability to get a variant ability, which the +2 to a stat comes from. Of course this is also GM approval and should technically be rolled for a percentile...

Snake Style seems fitting though with Sense Motive and is very Daredevil-like.


There might be a reason you haven't heard about it.

...I'm sorry man but Falling Strike is so much weaker mechanically than Studied Target and is completely dependent on campaign, map, items, and party. Completely urban (big big big city) campaign seems to have the best shot.

You do have the right idea though. Since you're constantly wasting your movement actions climbing or getting to higher ground to plunge, Vital Striking with Dragonfly Style makes sense. Add the Death from Above feat and you'll rarely miss.

Also you want a climb and fly speed, preferably both. Pick up Slippers of Scampering ASAP. Upgrade to Slippers of Spider Climbing. Consider the Flight Item Mastery Feat, or the Flickering Step feat even. Wands of Levitate. Anything to make this archetype worthwhile.

...Idk but going vanilla Slayer is so much better imo. Less work for a constant benefit in Studied Target, not dependent on campaign/maps/item availabilty/party buffs on you.


Courageous weapons' enhancement to morale bonuses only applies to saves against fear.

Also what is the "Enhanced Morale" requirement for Redistributed Might? I can't seem to find it.


Meirill wrote:
Can a Bloodrager choose powers from the Sorcerer version of their bloodline? A 16 Bloodrager should have Abyssal Bloodrage which gives +8 str moral bonus from raging. It doesn't have Strength from the Abyss which is from the Sorcer version of the same blood line as far as I can tell. Unless there is a way to do that?

He's taking Draconic Bloodline through Bloodrager to qualify for Dragon Disciple. Then he gets the Abyssal Bloodline power through the Eldritch Heritage feats. Looks legit to me.


Thanks for the answer! Dang, that makes Flexible Fury a bit more prioritized... stupid undead and constructs not getting hit by my Spirit Totem.

Is that worth it over Displacement for a level?


Blink is superior to Displacement, but since I'm melee-based as well, it kinda interferes with that. I don't wanna waste the Inspiring Rage on myself. Thanks for the reply though.


Thanks for the reply. Although lesser metamagic rods are a thing, it's still a good spell; I'll bring it up with him and see if we can coordinate something maybe.

Any other spells I should consider? Because I'm heavily leaning towards Displacement...


Just hit 7th level and wondering what spell I should grab. Good Hope is definitely taken already. The Wizard in my party has Haste. He also specializes in Conjuration, so I'm trying to avoid spells with saving throws (I also have a modest 18 Charisma).

Displacement is probably my next choice; with my average AC of 23 (with Shield and Haste up), I'd rather not go down quickly so I can keep my Inspired Rage going for the Unchained Monk, Mad Dog Barbarian, and his T-rex.

Flexible Fury is pretty nice; I could swap out my Lesser Spirit Totem for something else when fighting undead (which seems to be somewhat often in my campaign), maybe Ghost Rager?

...On the note of Ghost Rager, the d20pfsrd site lists having Superstition as a prereq, but the Archives of Nethys site doesn't (and is the official one now). Does Ghost Rager require Superstition?

Phase Step seems useful too. Dimension Door beta.

Purging Finale could be useful since we lack a Cleric... but Spell Kenning kind of alleviates that. I'm on the fence with this one.

Any ideas? Maybe something I'm missing? Keep in mind the Conjurer Wizard in the party as well.


I think an alchemist would be fitting. Throw bombs and shoot arrows until enemies close in, then down a Mutagen and let Hyde come out. Strength Mutagen penalizes your Intelligence so it makes sense for your concept as well.


...for some reason I thought it affected everyone. Bummer. Still, +4 for the entire party's rolls is respectable imo.

Oh and if you do VMC Bard (which is practically made for this Bloodline), get the Banner of the Ancient Kings and Flagbearer. The Banner progresses Inspire Courage bonuses at your level. Unfortunately you don't get the bonuses to saving throws or ability/skill checks like Good Hope, but you do get rerolls against mind-affecting effects. It's also cheaper (at the price of a Feat) and makes more sense than a Hobgoblin Battle Standard (if you're not a party of Hobgoblins).

Heroic Echo with the Banner, Flagbearer, and Inspire Courage for a party-wide +7 to hit and damage at 11th level. And you still have a standard action... Haste?


For a different bend you could go Goliath Druid for a magical... titan transformation. Enlarge Person is on your spell list and you have proficiency with scythes. Take the Rage Subdomain and go ultra instinct.


It's expensive but a Suzerain Scepter increases morale bonuses you create by +1. Shame you don't get Good Hope but an equally expensive Ring of Spell Knowledge IV could get you it.

With a Suzerain Scepter, Encouraging Spell, and Heroic Echo on Good Hope grants the party +5 to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls (for a 5th level spell).

Quicken (or not) Moment of Greatness for a party-wide +10 to one of those rolls. VMC Bard and you become the buff boss.


Few ways for an exotic weapon:

Kensai Magus Archetype gains proficiency in a single exotic weapon.

The Bladebound Archetype's Black Blade can be any weapon as long as it is one-handed and slashing.

You can also wait until you can afford a Cracked Opalescent White Pyramid Ioun Stone to be able to wield an exotic weapon. Slot it into a Wayfinder and you've saved yourself two feats (Exotic Weapon Proficiency and Weapon Focus).


This feat can help with your Will saves. It doesn't cover everything, but comes close. I'd replace it with Extra Grit.


I think a plain Magus that worships Shelyn could work. Weapon Finesse -> Weapon Focus (glaive) -> Bladed Brush. Use your Arcane Pool to enchant your glaive to Shocking and Spellstrike with Shocking Grasp.

To emulate how Ornstein zips around buff yourself with Expeditious Retreat and use Spell Combat with Bladed Dash. To further emulate Ornstein jumping and flying you could go Hexcrafter Magus and pick up the Flight Hex, or wait until 7th level to learn Fly.


OP said he wants to be human to everyone suggesting halfling.

...Wait, you can't sell off unwanted gear and buy/craft stuff you want? Gross. I hope your GMs are at least nice enough to supplement your build.

Either way the gear only makes you slightly better at what you do- you're still a kaiju wrangler regardless. You're still a Slayer with Studied Target and Power Attack; if you can't hug the bad guy you can certainly brain them.

Oh and I erred with the 10th Level Talent/Feat. You need Combat Expertise to qualify for Surprise Maneuver... but I feel like Dirty Fighting should qualify for it? If not no big deal, there's other Talents to pick from (Opportunist, Evasion, some other feat, etc.)


...I suggested a build in one of your previous threads, but you never responded ]: I kinda tweaked the build a bit since then.

Russel Maynia, Human, Spawn Slayer 10
STR 18; DEX 14; CON 14; INT 9; WIS 14; CHA 7
Race Trait: Giant Ancestry
Traits: Bred for War, Indomitable Faith
1st Level Feats- Combat Reflexes, Power Attack
2nd Level Talent- Unbalancing Trick: The slayer gains Improved Trip as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites of Greater Trip (although she must take the feat as normal to gain its benefits).
3rd Level Feat- Dirty Fighting
4th Level Talent- Ranger Combat Style: Improved Grapple
5th Level Feat- Focused Target
6th Level Talent- Underhanded Trick: A rogue who selects this talent gains Improved Dirty Trick as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites for Greater Dirty Trick (although she must take the feat as normal). If she succeeds in giving her target the blinded condition, the target cannot remove the condition during the first round of blindness.
7th Level Feat- Greater Trip
8th Level Talent- Ranger Combat Style: Greater Grapple
9th Level Feat- Greater Dirty Trick
10th Level Talent- Feat: Surprise Maneuver

Giant Ancestry and Bred for War give you bonuses to CMB. The Giant Ancestry could easily be reflavored as deific/titanic lineage. You have Indomitable Faith in Kurgess, the Strong Man, God of bravery, competition, and sport- perhaps you believe you descended from him. Your beliefs also manifest through your Ranger Combat Style. Also at 13th level you can take the Deific Obedience Feat for Kurgess and get Enlarge Person 3/day, Bull’s Strength 2/day, or Rage 1/day as spell like abilities.

The most important thing about the Spawn Slayer is that it gets to ignore size of enemies- and pardon the pun- but that’s huge. Building for combat maneuvers can go in tons of directions but I went with these three. The Wisdom score shores up your crappy Will save. Sucks I had to tank Intelligence and Charisma, but Slayers get decent skill points at the very least.

Your first level starts by tripping with a Horsechopper- you don’t normally provoke an attack of opportunity with a reach weapon. If you can’t trip, you have Power Attack and Combat Reflexes with a reach weapon. Win win. Carry either a cestus or armor spikes when enemies get in your face directly.

Notable gear include Lenses of the Predator’s Gaze to bump your Studied Target Bonus. Choose either Gauntlets of the Skilled Maneuver or Gauntlets of Twisting Vines for +2 to a maneuver. The Dueling weapon enchantment. Serpentine Tattoo to sneak in a Dirty Trick with your cestus.

10 BAB + 6 STR + 2 Giant Ancestry/Bred for War + 3 Studied Target + 2 Focused Target/Lenses of the Predator’s Gaze + 2 Weapon Enhancement + 4 Improved/Greater Maneuver = 29 minimum vs medium enemies. 31 vs large. 33 vs huge. 35 vs gargantuan.

But wait there’s more. Add flanking to that. +4 Dirty Fighting +3 Surprise Maneuver.

36 vs medium enemies. 38 vs large. 40 vs huge. 42 vs gargantuan.

How’s that for Herculean might?


Shield, Mirror Image, and Blur help out a lot.

You're more of a skirmisher. Buff with your defensive spell in the first round and move into position (preferably behind someone with better defenses/ HP than you). Hopefully by next round other melee party members have closed in on the bad guys/ people have buffed up as well/ controllers got their shot in. Then you should play clean up.

I know you're in the middle of a dungeon, but are you allowed to retrain Hit Points? Once you get out that should be a priority.

A Protector Familiar could help you out as well.


...Didn't they mention that their character was on a path of redemption and that's why they're adventuring again? Makes sense to me.

Yeah I thought your build was fine, hence no commentary. I always thought the Shadow spells were cool, but hated the disbelief aspect of it. And as you pointed out you might hinder your party more than help...

All I can offer is that if you swap Life Link and Channel Energy around, you're a decent HP sponge at the beginning with Lay on Hands; maybe this would cause you to not be so reliant on Channel Energy then (and the good old Wand of Cure Light Wounds helps all).


This dude's guide is pretty detailed.


Inquisitor would be my #1 choice. It ticks all of the things you want. Solid class, great archetypes, definitely one of my favorites.

Investigator is great too. Granted I played this class after I acquired Studied Combat... so it's up to you if you're willing to wait for its full strength. Regardless Empiricist Investigator is best.

Although I haven't played it (but I am playing a Skald currently), I bet an Archaeologist Bard is just as good as the ones I mentioned. Bardic knowledge is boss.

Also if you really want to ID those monsters, worship Irori. His Deific Obedience feat gets you a +4 to all Knowledge skills. Be the perfect monster hunter.

Notably these three can switch hit but you know the drill with archery feats yeah? Also making yourself more MAD. But add Weapon Finesse and you're golden.


Russel Maynia, Human
STR 18; DEX 14; CON 14; INT 9; WIS 14; CHA 7
Race Trait: Giant Ancestry
Traits: Bred for War, Indomitable Faith
1st level Feats- Dirty Fighting, Improved Unarmed Strike
2nd Level Talent- Unbalancing Trick (Ex): The slayer gains Improved Trip as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites of Greater Trip (although she must take the feat as normal to gain its benefits).
3rd Level Feat- Power Attack
4th Level Talent- Ranger Combat Style: Improved Grapple
5th Level Feat- Fury’s Fall
6th Level Talent- Ranger Combat Style: Monastic Legacy
7th Level Feat- Greater Trip
8th Level Talent- Combat Trick: Greater Grapple
9th Level Feat- Wolf Style/Kraken Style/Grabbing Style
10th Level Talent- Ranger Combat Style: Ki Throw

The most important thing about the Spawn Slayer is that it gets to ignore the size of enemies under Studied Target- one of the most important aspects to combat maneuvers. Building for combat maneuvers can go in tons of directions but I went with two of the best for an example.

The Wisdom score shores up your crappy Will save, and lets you qualify for some extra Style feats. Feel free to peruse which one suits your manuever/build. Sucks I had to tank Intelligence and Charisma, but Slayers get decent skill points at the very least.

Also note you don’t even have to go unarmed- this can free up some talents and feats, as you trip with a Meteor Hammer. Grapple with a Dan Bong. Get Leveraging and Dueling enchantments on your weapons/Amulet of Mighty Fists. Wield a Brawling Cestus. Equip Gauntlets of the Skilled Maneuver, then upgrade to Bloodstained Gloves when your Studied Target bonus is +3.


What feat strings are you looking for in Martial Flexibility? Because if you really just want to use combat maneuvers on large enemies, Spawn Slayer seems to have it covered. Take the Unarmed Ranger combat style with that if you want that unarmed combat flavor.


Have you considered the Spawn Slayer? Looks perfect for your idea.


If you hold out for 3rd level spells, Good Hope gives the party the same bonuses for Flagbearer (and a little more). Bummer for not having all those lovely Banner bonuses though.

Yeah the Bonded Mind/Inspire Courage thing seems valid. To be fair, Bonded Mind through a Ring of Tactical Precision and the 3rd level spell Coordinated Effort can also accomplish that... so how much do you want to be a Battle Herald?


Unfortunately you can't dual wield starknives if you plan on using Flagbearer + Banner of the Ancient Kings. It also negates the benefits of the Banner if you don't wield the longspear/Banner in both hands... maybe you can ask your GM to let that slide if you wield it in at least one hand?


A lot of Archetypes replace Trapfinding and Trapsense, so I don't think you'd want any of those.

While you said you don't really want spells, a Counterfeit Mage gets the same bonuses as Trapfinding and Trapsense but can also apply that to Use Magic Device. Having a wand of Vanish seems pretty useful to me, or being able to sponge off your Wizard's scrolls. Having scrolls in general is like having Batman's utility belt.

Scout isn't bad, seeing how you get to deal Sneak attacks on a charge. Just hold your action and let your Cleric close in first, or your Wizard to summon monsters.

Underground Chemist lets you deal Sneak attacks with splash weapons- which can hit against one of your banes of Sneak attack, swarms.

Regardless you're going to be Dexterity focused. Maybe go Half-Elf with Ancestral Weapon and pick up an Elven Branched Spear so you can hit from a little further away?


Seconding Java Man. Brewing Potions isn't terrible, but you can only brew up to 3rd level spells. A Domain would help you a lot more in my opinion. Since you're picking up Accomplished Sneak Attacker as a feat, Crocodile Domain would help add to your sneak attack... unless you have an aversion to familiars as well?

You can't take Shatter Defenses without Dazzling Display. I guess that would bump off Dreadful Carnage?

Also why Skirmisher Fighter of all archetypes?


Truth.

Any reason for Elements? Other Patrons give you better spells that aren't on your list in my opinion. Badbird mentioned Strength, but I think Time is incredible. Then again your Use Magic Device is going to be stellar at some point so I guess it's moot.

Also no Enlarge Person for your Barbarian friend? Their bigger reach and size protects you.

Thoughts on Prehensile Hair? Your attacks become reach and hit based on your Intelligence, and works with Studied Combat and touch spells.

A Buckler also gives you 5% arcane spell failure chance, but if it's Mithral no worries.


Conductive weapon enhancement.


Studied Combat applies to melee attack rolls and if you're using melee touch attack spells I don't see why not. Consider taking Weapon Finesse in that case to further ensure those hits land. I recommend the Longarm extract to keep you a little further away while delivering those touch spells. Then at 2nd level prepare Spectral Hand.

...or you could take the Prehensile Hair Hex instead of Weapon Finesse/Longarm. Spectral Hand is still incredibly useful.

An optional idea, if allowed, would be VMC Magus if you're not too strapped for feats. An Arcane Pool, Arcana, and eventually Spellstrike might be fun with those touch spells.

But I would definitely recommend the Empiricist Archetype. Trading away Poison Lore and Resistance gives you a much better benefit in my opinion.

At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

Combine that with your Student of Philosophy trait and you are a true face and very SAD with Intelligence.


I misinformed you then; my fault. Be an Alchemist instead and shore up your Fort save. Be an Inspired Chemist to get Inspiration and other Investigator Talents during your Cognatogen.

There's a bunch of Archetypes that stack with this- if you want to hit things you can also be a Gun Chemist, or if you want to summon things you can be a Preservationist.


If you're not concerned about your Fort save or Hit Die, then I think an Empiricist Investigator would give you a little more mileage than a Rogue. All the skill points and Inspiration, alchemy (brewing potions in a Witch's case), Studied Combat gives you almost a full BAB, Studied Strike is a Rogueish attack, very much Intelligence focused.

An Investigator would also give you a Mutagen to buff your combat stats... but to be honest if your other party member is pure combat based you have to do the heavy lifting of control and buffs (which a Witch and Investigator ain't so bad at), and instead take a Cognatogen to buff your smarts. Summons are definitely good for your build and party composition- put as many bodies between you and the bads as possible. If you are concerned with actually hitting things, then I would take doomman's advice and swap your Con and Dex.

Also how are you a Gnoll with a penalty to Strength?


Yeah I kinda figured as much, but I was hoping there was some hidden Fighter feat tech I wasn't aware of. Thanks for the reply


Since you qualify as a Fighter at half level for their feats with your weapon, which ones seem useful?

Greater Weapon Focus and Weapon Specialization are okay, but as a Skald I could easily pick up Battlecry or Flagbearer and benefit the whole party instead of myself. Even Arcane Strike scales fine.

I'm not too familiar with all the Fighter feats though, so is there something possibly worth it? Does the half level qualification hold this back? Is the lack of Weapon Training also a hindrance?


Obscuring Mist and Vanish are great. Smokesticks are nice cheap items.


Mysterious Stranger is great for Dexterity to damage with your gun and trick shots, but if you want a different bend you could also go with a Dune Drifter Cavalier for a mount, banner, and challenge. There's also the Holy Gun Paladin for that Divine gun Smite. A Picaroon Swashbuckler gets to feint with their gun as part of their full attack and gets a +5 bonus to it at 7th level.

But I'd definitely recommend the Mesmerist as your second class. Half level to Bluff, free feint feats for your gun twirling if you're a Vexing Daredevil, and mental magic frees up your precious reloading hands.

Lots of Bard Archetypes too if you want a Bard. Brazen Deceiver, Daredevil, Fey Prankster, Negotiator, and Street Performer also give half level to Bluff.


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Seconding the Goliath Druid, but instead of an animal companion take the Rage Domain instead. Wild Shape into a two-headed troll (for Regeneration 5, darkvision, low-light vision, scent, two claws, two bites, and rend) and keep your Stoneplate armor and whatever other gear. Buff with Strong Jaw, Greater Magic Fang, Stoneskin, Bear's Endurance/Bull's Strength, Airwalk, Echolocation. Your choice of Rage Power.

If you really want to hug Lockjaw + Aspect of the Bear + Powerful Shape + Strength Surge for grabs.

If you want to make them scared and entangled Rime Spell + Frostbite + Enforcer + Intimidating Prowess.


Thanks, I really wasn't aware of that errata. I was just stating that Parry and Riposte in general is a pretty good pick for Flamboyant Arcana, not for the Arcane Deed.

I never said it couldn't be done, or was a bad route to go. But you add to the points well. Magus almost always have something to do with their swift actions so it competes. Hex Strike comes online neatly at 5th level by taking it or Improved Unarmed Strike as a bonus feat, or at 4th level if you retrain your 1st and 3rd level feats.

To further elaborate on my thoughts Shaman tend to invest in their casting stat more so the DCs for their Hex Strikes tend to be higher. Not saying you can't be an Intelligence focused Hexcrafter Magus, just that it's better suited for a Shaman (even then it's not a huge difference, probably just a point or two for the DC).

Like I said, if you feel it's worth it go for it~


Ouch, that's how Arcane Deed really works? Yeah not worth it at all, thanks for the correction. Flamboyant Arcana's still good for Opportune Parry and Riposte at least.

Yeah I feel Hex Strike isn't as good for a Hexcrafter as it is for a Shaman.


Advanced Deed and Precise Strike isn't a terrible option to add more damage as a Magus, but since you can enchant your weapon to add more damage for a point of your Arcane Pool, it's kind of redundant imo. Sure Precise Strike will outpace the damage for your enchantment eventually, but keep in mind it's precision damage and your enchantment can vary its damage.

An Eldritch Archer could possibly benefit from Precise Strike with Stabbing Shot, but I don't think it would work with your actual shots from a bow. Also if you're an Archer you should be away from the baddies, so...

Hex Strike requires you to attack with an Unarmed Strike, and thus more resources than a normal Magus would invest in (Improved Unarmed Strike and an Amulet of Mighty Fists). It's not a bad route if you feel like investing in it, but a Hexcrafter eventually gets Bestow Curse and can Spellstrike that instead.

Those are my thoughts at least... if you think it's worth it, go for it!


You right, you right.

But you're missing out on what Scent + Pheromone Arrows can really do. Hunter tags dude with Pheromone Arrow, everyone gets +2 hit and damage against that guy under Raging Song. The invisibility/tracking thing is a nice bonus. It'll free up the Hunter's choice of focus too. HYPE

...I aspire to be Kanye the Giant. 16 tiddies fall out.


Ah man the Blood rage powers, there's some good ones there too! Which is why I'm asking for advice on rage powers.

I feel kinda bad for the Hunter, as most of the time he probably doesn't wanna accept my song to cast or whatever. But if i took Scent, it would give him more incentive to accept the song...


I was actually thinking about retraining Battle Cry for Flagbearer, when getting the Banner of the Ancient Kings would be possible.

Ah, World Serpent ain't bad, but alignment DR doesn't come into play until well into the game, yeah? I could always retrain. Also I wrote post it notes for all the crap I give during Raging Song, haha.

Good call on those spells. I'll keep that in mind. Flexible Fury is also really nice. That and Haste seem like good picks for my first 3rd level spells.

Thanks!


My original party was going to be an Unchained Monk, Archery Feral Hunter, and a Bloodrager. So my thoughts were to cover our weak points by having a party face, someone knowledgeable in skills, and the option for spell diversity so I went with a Fated Champion Skald. The Bloodrager couldn't make it but we picked up a sword and board Paladin instead. We're currently at 3rd level.

The theme around the build was THE HYPE MAN. He wants to be the greatest poet (rapper) of all time and gather a squad memorable enough to live in infamy.

Raziel, aka TRIPLE BARS:
Raziel, Fated Champion Skald 3, Angel-blooded Aasimar

STR 18, DEX 12, CON 13, INT 14, WIS 10, CHA 16
20 point buy. My GM let me take the variant ability to trade my spell-like ability, so I went for +2 STR (which Alter Self practically does). Low DEX because we have a ranged character, I have medium armor, and Reactionary/Fated Champion bump my Initiative. INT because we needed a knowledge guy. I was gonna raise CON at 4th level. I also didn't want my Will or Wisdom checks at a penalty.

Traits: Community Minded (Morale Bonuses you grant last 2 rounds longer), Historian (+1 Bardic Knowledge Checks), Indomitable Faith (+1 Will Save), Reactionary (+2 Init)
Drawbacks: Foul Brand (-1 penalty on Disable Device, Disguise, and Sleight of Hand checks), Fear of Loneliness
My GM is a fan of traits and forced us to have a phobia for an extra trait, so that's why I have that many.

Feats: Deific Obedience: Irori, Scribe Scroll, Skald’s Vigor
Skald's Vigor was my first feat because I eventually want Greater Skald's Vigor, and worshiping Irori bumps my knowledge and helps me with my skill points (and being the GOAT).

1st Level Spells: Cure Light Wounds, Grease, Saving Finale, Heightened Awareness
Not much to say here. Me and the Hunter provide heals, Grease for utility/debuff, Saving Finale for the fear checks my GM imposes (and for saves in general), and Heightened Awareness to know the things/ possibly cast on the Monk (who can take 10 on Perception with a Trait).

Lesser Spirit Totem is my rage power. I'm calling out the S Q U A D (thinking about naming them the B-Boys), and it's a free extra attack.

So yeah that's Triple Bars, The Bardiche-wielding Barbarian Bard. I want to focus more on support and being THE HYPE MAN, because having a Monk and Paladin reduces the need for me to be more combat focused.

For my 5th Level feat I was thinking about taking Battle Cry, because why not get more HYPE? Also I can actually give a bonus to hit for the archer Hunter, and it helps with the fear checks the GM will impose on us. I'm also considering Craft Wondrous Item because Spell Kenning helps me out, and who doesn't like cheaper gear.

I know I can dip Bloodrager for that absurd STR/CON boost, familiar, Skald's Vigor, etc. But I'd like to stay pure Skald and not overwhelm my GM haha. I know I can also take Power Attack and Arcane Strike, but I'd rather support more.

Honestly my 7th and 9th Level Feats are not too important to me because I want to retrain them to Discordant Voice and Greater Skald's Vigor at 10th level (if we get that far haha). I was thinking maybe Combat Advice and Barroom Brawler.

I'm thinking about picking up Scent for a Rage Power at 6th, because the Hunter can use Pheromone Arrows.

Any advice on upcoming feats and spells? Rage Powers? Good Spell Kenning spells? Thanks in advance.


Thanks for the advice guys.

@ quindraco, I started with 16 CHA at level 1, bumped it to 18 at level 5, then used a personal upgrade at 6. I was also planning on picking up Convincing Liar at 7th level to help with my Clever Attack/Bluff rolls. Charisma was always going to be the primary stat on both builds, because the party was lacking a true 'face.'

I really didn't want to dip Soldier at first, but your suggestions are making me consider.

...tbh I still like Operative more though haha


Yop @ David.

For reference in skills between the Envoy and Operative.

Acrobatics- E:8 | O:16
Athletics- E:9 | O:11
Bluff- E:17+1d6 | O:18
Computers- E:6 | O:7
Culture- E:10 | O:12
Diplomacy- E:17+1d6 (+reroll) | O:18
Disguise- E:5 | O:7
Engineering- E:10 | O:10 (12 Alien Archive)
Intimidate- E:5 | O:7
Life Science- E:10 | O:11 (13 Alien Archive)
Mysticism- E:0 (N/A) | O:11 (13 Alien Archive)
Perception- E:9 | O:11
Pilot- E:8 | O:10
Sense Motive- E:10+1d6 | O:11
Stealth- E:9 | O:16
Survival- E:0 | O:6

Max ranks in Bluff, Diplomacy, Perception, and Sense Motive for obvious reasons. Engineering and Life Science are maxed for the Envoy and those +Mysticism are near max on the Operative but I plan to max for the Alien Archive bonus. I have max ranks in Athletics because I’ve found that at some point in the campaign, the GM likes to put us in some sort of situation to use it. Max ranks in Culture to take advantage of the Xenoseeker 6th Level ability, Quick Pidgin (which did occur to me in my other campaign and I wish one of us had it!).

Acrobatics and Stealth are maxed for the Operative because of the Ghost Specialization, but I do have a rank or two in those for Envoy. Computers, Intimidate, Pilot, and Survival have little to no ranks because my other party members can handle those better. No ranks in Disguise because the party is a group of colonists and disguising ourselves offers little. No ranks in Profession because… murderhobo. Medicine, Physical Science, and Sleight of Hand are not applicable because I don’t have ranks in them so I can’t use them untrained.

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