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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.


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?


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.


My GM has allowed me to play a Fetchling (+2 Dex, +2 Cha, -2 Will) with cold or electric resistance 5 (which resistance should I pick- I'm leaning towards electric), no Shadow Blending, Disguise Self as its only spell-like ability, and the option to pick alternate racial traits where they apply (I picked Shadow Agent for the +2 racial bonus to Bluff and Diplomacy).

My party consists of a Solarian, Technomancer, and Mystic. The Solarian relies more on Intimidation than talking it out from what I've heard. We're at Level 6 currently. Here are my builds so far:

Operative:
Reyff, Fetchling Ghost Operative Xenoseeker 6, 11 STR| 18 DEX| 12 CON| 12 INT| 10 WIS| 20 CHA
Skill Synergy- Diplomacy & Mysticism
Uncanny Mobility
Weapon Focus
Alien Archive
Versatile Focus
Bleeding Shot

Envoy:
Spek'taa, Fetchling Envoy Xenoseeker 6, 11 STR| 18 DEX| 12 CON| 12 INT| 10 WIS| 20 CHA
Longarm Proficiency
Inspiring Boost (Really necessary? We have a Mystic...)
Diplomacy Skill Expertise
Get 'Em
Versatile Specialization
Slick Customer
Clever Feint
Weapon Focus (Longarms)
Bluff Skill Expertise
Clever Attack

I know that the Envoy will pull far ahead at later levels with his Expertise Skill list, but he won't be as good at the remainder of skills like the Operative. The Operative will be really ace at identifying monsters and backing up or aiding the skills of the other party members better than the Envoy.

In combat the Envoy is much more supportive (I was going to pick Improved Get 'Em and Hurry later on), with less damage overall. The Operative is going to be more proactive, being a switch hitter (to back up the Solarian and get that nice flanking bonus), have higher mobility, defensive options, a better initiative, and more damage on average. I was also planning on picking up Coordinated Shot next level to give a pseudo Get 'Em to my ranged buds.

I'm leaning more towards Operative (they're the best all around class imo and I play one in another campaign so it's kinda biased haha). But I know the Envoy will flat out be better at the social skills and anything else on the Expertise List. Thoughts?


I searched the rules forum on this but it wasn't answered.

Climb skill, pg. 136 wrote:
You need at least two hands to climb, but you can cling to a wall with one hand while you cast a spell, shoot a small arm, or take some other action that takes only one hand.

But Climbing Suckers is an augment that attaches strictly to your feet and gives you a climb speed. It mentions nothing about using your hands.

Climbing Suckers, pg. 211 wrote:
The soles of your feet become covered in fleshy slats you can open and close, providing you a climb speed of 20 feet (seepage 259). You don't need to attempt Athletics checks to traverse a vertical or horizontal surface (even upside down). You don't benefit from climbing suckers unless you're barefoot or wearing custom clothing, and you can not be wearing more than light armor. Climbing suckers integrate into your natural feet and do not require you to replace your feet and legs. Climbing suckers can be installed into the feet of prosthetic legs

Even the page direction about Climb Speed on pg. 259 mentions nothing about using hands, in fact it states if you don't have a climb speed it says you use the Athletics skill to climb.

Climbing, pg. 259 wrote:
If you have a climb speed, you can use move actions to climb slopes, walls, and other steep inclines, and you don't need to attempt an Athletics check to climb except in hazardous circumstances (see the Athletics skill starting on page 136). You are not flat-footed (see page 276) while climbing. You receive a +8 bonus to all Athletics checks to climb and can always take 10 while climbing, even if distracted or threatened. You can move your full climb speed when you use the move action while climbing, but you cannot run. You can move double your climb speed with a successful Athletics check to climb, but you take a -5 penalty to the check. Creatures without a climb speed use the Athletics skill to climb.

So do you need hands to climb with Climbing Suckers? (my opinion is no)