matthra's page

Organized Play Member. 15 posts (17 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters.




So I was looking into mystic theurge (yes I know it's a trap), and was wondering if Arcane Archivist revelation from the lore mystery would qualify for the arcane spell requirement. You'd need to be a 6th level oracle before it would work (spell level +1 slot used to cast), and a 1 level splash in an arcane class (probably sorc) so 8th level getting into the PRC.

It seems this would be a little less hard on spell progression (you' only loose a level of oracle progression), and would solve the MAD issue. For that spell level you'd be a 6th level sorc and 11th level oracle for spells. Magical knack could probably go into sorc since it would get the full benefit of two caster levels. Of course using sorc looses out on combined spells.

Maybe wizard instead, you'll never reach high level wizard spells so the int requirement is fairly light, and you can use your oracle slots to extend your arcane casting. what do you guys think?


So I was thinking of making a more team friendly character for PFS, and it doesn't get much more team friendly than a bard. Halfling makes a pretty logical choice for bard, and war-slinger just seems like a pretty awesome alternate racial trait.

The problem is that ranged combat takes a fair amount of feats to be effective, so I'd probably have to take the two level fighter splash and Lore warden archetype seems a no brainer. The question is do you guys think the fighter splash will water the bard down too much? Here is an outline of the build I was thinking of so far:

Halfling
War Slinger alternate racial trait

Str: 12
Dex: 18
Con: 12
Int: 10
Wis: 8
Cha: 16

Traits: Helpful, Freed Slave

Lv 1: Bard (1) - Arcane Duelist Archetype
Feats: Point Blank Shot, Arcane Strike(AD)

Lv 2: Fighter (1) - Lore Warden Archetype
Feats: Precise Shot (F)

Lv 3: Fighter (2)
Feats: Rapid Shot, Weapon Finesse (F), Combat Expertise (LW)

Lv 4: Bard (2)
Feats: Combat Casting (AD)
Stat: +1 Dex

Lv 5: Bard (3)

Lv 6: Bard (4)
Feats: Deadly Aim

Lv 7: Bard (5)
Arcane Bond (Sling)

Lv 8: Bard (6)
Feat: Disruptive (AD)
Abil: Blade Thirst
Stat: +1 Dex

Lv 9: Bard (7)
Feat: Clustered shots

lv 10: Bard (8)

Lv 11: Bard (9)

Lv 12: Bard (10)
Feats: Spell Breaker (AD), Spell Song (not sure on this one)

Tactics: At range just fire off as many sling bullets as I can, stack static damage (arcane strike, deadly aim, strength buffs, point blank shot, etc.) to make up for having a d3 damage die. When forced into melee use a shield, Armor, Expertise, small size and high dex to make myself nearly unhittable, and aid another for +4 to hit on for the parties power attack melee guy. My melee damage will be rotten, but the ability nearly guarantee a solid hit from the parties barb makes me melee damage almost incidental. This is on top of all of the usual bard shenanigans.

Why a sling?: Normally slings suck so hard you can hear the wind whistling towards them. War slinger changes that, with reload as a free action, slings one advantage becomes really cool, being able to add any amount of strength damage per bullet. Get an enlarge person, great more damage, get a bulls strength, more damage still, no messing around with static composite ratings. 1d3+22(~ish) three times a round with hits being cumulative for penetrating DR is fairly respectable. Your still behind where a ranged focused fighter or ranger would be, but not by a huge amount.

What do you guys think?


Hey Guys, here is an Eldritch knight build I was thinking of using in organized play. His main weapon is the amazing elven curve blade (full power attack with a finesse weapon), and he will begin his journey into gishdom at level 3.

I thought transmutation would be the easiest wizard spec for a Gish since nuking and save or suck builds are pretty feat intensive, and gishes need a lot of feats to be effective in melee. The single meta-magic feat grabbed is still spell, so I can have a spell or two ready that doesn't face arcane failure when I don't have a minor action for arcane armor training. Magical Knack lets him get caster level based feats on time despite loosing spell progression from fighter and eldritch knight, and warrior of old is just sweet icing on the initiative cake.

Later Feats are about what you would expect, focus and spec in the elven curve blade, critical focus for later crit feats, the only one I'm on the fence about is toughness, I wish I could take it earlier because of the low Con, but better late than never. So check it out and let me know what you guys think, thanks in advance.

Elf Wizard(Transmuter) 5/ Fighter 1/ Eldritch Knight 6
Favored class wizard

Starting stats (20 pt buy)
Str: 14 (+1)
Dex: 16 (+3)
Con: 10
Int: 18 (+4)
Wis: 10
Cha: 8 (-1)

Traits
Magical Knack
Warrior Of Old

Opposition Schools
Necromancy
Enchantment

Lv1 1 - Wizard (1)
Feat - Weapon Finess
lvl 2 - Wizard (2)
Lvl 3 - Fighter (1)
Feat - Power attack (F), Arcane Armor training
lvl 4 - Wizard (3)
Dex +1
Lvl 5 - Wizard (4)
Lvl 6 - Wizard (5)
Feat - Weapon Focus (Elven Curve Blade), Still Spell (W)
Lvl 7 - Eldritch Knight (1)
Feat - Arcane Armor Mastery (F)
Lvl 8 - Eldritch Knight (2)
Dex +1
Lvl 9 - Eldritch Knight (3)
Feat - Weapon Spec (Elven Curve Blade)
Lvl 10 - Eldritch Knight (4)
Lvl 11 - Eldritch Knight (5)
Feat - Toughness (F)
Lvl 12 - Eldritch Knight (6)
Int +1, Feat - Critical Focus