mikkelibob's page

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Traits:
Blade of Mercy (religion) - do nonlethal with slashing and +1 nonlethal dmg
Weapon: Greatsword
Feats - Fighter
1. (1) Bludgeoner
1. (Fighter 1) Power Attack
2. (Fighter 2) Cudgeler Style
3. (3) Improved Bull Rush
4. (Fighter 4) Divine Fighting Technique (greatsword battler)
5. (5) Rhino Charge
6. (Fighter 6) Vital Strike

Basically the idea is that Cudgeler is a nice pseudo size increase, which is always handy on a 2d6 weapon like the Greatsword. The Divine Fighting Technique allows for Vital Strike on a charge, which is fun when you are doing 3d6.

Rhino Charge and its Imp Bull Rush requirement are optional, but I suspect kinda handy. Slayer, Ranger, Brawler, and Warpriest could all pull it off pretty well. Enforcer and other intimidate stuff would combo great as well.

You could take Bludgeoner & Cudgeler Style at 1st, but for play-ability getting Power Attack on a 2-hander at 1st is probably more useful.


http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/estoc

Estoc description:
An estoc is a sword about as long as a bastard sword, but designed exclusively for thrusting attacks. Its “blade” is a steel spike with a triangular, square, or hexagonal cross-section. Like the bastard sword, an estoc requires special training to use it one handed, but it can also be wielded as a two-handed martial weapon.

When you wield an estoc with one hand, treat it as a one-handed weapon; when you wield an estoc with two hands, treat it as a two-handed weapon. If you can use the estoc proficiently with one hand, you can also use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls when wielding an estoc sized for you with one or two hands, even though it isn't a light weapon.

So with an exotic proficiency feat, you can finesse with two hands. That helps with power attack, but I don't think there is a way to do +dex to damage or use a swashbuckler's precise strike. Still, kinda interesting. Maybe a good one for melee rogues?


from the Monster Codex.
* requires a "wasted" hex
* requires racial heritigae (goblin) to qualify
* then another "wasted" hex to actually take Mud Witch.

But then you can turn into muddy ooze! Rad!

While in ooze form, you can't use 95% of your other hexes. Or cast spells. They made it very hard to abuse, and I'm totally ok with it. I just need something to actually do while an ooze. It seems wonderfully unique. I just need some ideas for what direction to take a character concept that can turn into an ooze.

One idea I had was a master thief. I could take a trapfinding trait. With a witchy Int, there are plenty of skills to go around. I'm probably low on feats initially, as the human bonus feat makes the most sense to grab racial heritage. Plus I may need Extra Hex in order to get the coveted Mud Witch early, and yet still have slumber or some other actually useful hex to play with.

Multi with monk maybe? I guess maybe unarmed attacks work. Stunning Fist in an EX rather than a Su, so it should work. You really only need 1 or 2 levels of witch, so a dip is possible. An oozy rogue seems cool. Ideas?


I'm wanting to create a sneaky mage. I'm aware of the sage/seeker sorcerer. It is interesting. Wizard is interesting too. But I really love the idea of the dimensional slide exploit with the arcanist playtest. I figure decent dex and high int, plus extra skills via traits and/or feats would let me get most the sneaky skills that seem relevant without having to dip.

build up to lvl 5:

human arcanist 3
STR 8 [-2]
DEX 14 [5]
CON 12 [2]
INT 16 [10] +2
WIS 10 [0]
CHA 14 [5]
traits:
Trap Finder (campaign) - disable device & trapfinding
Eyes and Ears of the City (Religion) - perception skills
Convincing Liar (Social) - bluff skill
Magical Lineage (magic) - vanish
skills: 2+4(int)+1(human)+1(fav class). Acrobatics, Bluff, Disable Devices, Know (arcna), Perception, Spellcraft, Stealth. 1 more, maybe UMD or diplomacy?
(1) Additional Traits
(H) Island Blood /Hermean Blood (2 more class skills - acrobatics & stealth)
(3) Silent Spell (either as metamagic feat or feat through exploit)
(3) open exploit - maybe school understanding (air elemental)
(5) open feat - (improved initiative?)
(5) open exploit - potent magic?

The idea is a ninja-like sneaky guy. Part skill monkey; at least as a trapfinder. Between the dimensional slide and silent vanish, he should be a fun scout and burglar. I'll take a mix of sneaky flavor spells prepared, along with mostly utility/buff type spells. My question is whether I'm not taking enough arcane spell focus type feats, and will find the casting lacking. I also am not sure what other explots make sense. I was thinking that the School Understanding (air elemental) would be fun. Feather fall, levitate, and flight all seem useful for a burglar mage.


I've searched and read a good half dozen halfling slinger related posts, but still don't know which direction seems the most "fun." I've settled on the concept of a new character on my head: a cocky, fun-loving halfling, with an aptitude for his sling. We are starting a new homegame at level 1, and hope to stick with these characters for a long campaign. Only one other player has an interest in min/max-ing, so I don't want to overwhelm in the game. I figure a slightly un-optimum concept would be a good starting point, since I tend to obsess about character builds.

(fwiw: game is likely to be Paizo-only, although I suspect I can talk my way into letting the warslinger racial trait apply to the halfling staff sling, notwithstanding the terrible no good FAQ ruling. But not likely to get a "zen slinger" or similar homebrew.)

I just am not sure what direction to go. A ranger or slayer gets those essential archery feats quickly. Our GM will likely be a stickler to cover rules, and thus precise shot and improved precise shot would be useful. However, I worry that archery/slinging is kinda boring. Just sitting back and rapid shot firing isn't tactically interesting. However, being at least a decent contributor to combat would be good. Interestingly the slayer playtest potentially gets more feats up front, as he could take a rogue talent for a combat feat quickly.

A bard might be fun, and I think I'd like helping out with inspire courage and other party buffs. In combat he could also help with aid another (helpful trait) actions. I'd lean arcane duelist. But I worry that a slinger would be feat starved, and even with deadly aim, bladethirst, and arcane strike, would never really be very threatening. The lingering performance feat would put the ranged combat feat chain even further behind.

A rogue (well, ninja) would be fun, and I love vanish. But I want to stay away from sap adept feat cheese, and without that I'm not sure he'd ever be particularly useful. Insert normal rogue complaints here.

The magus is interesting. With a staff sling I could switch hit. But the Myrmidarch doesn't get ranged spellstrike until 4th, and even then it kinda is meh. Plus to really get going I'd probably want to do magical lineage, and that might be similar to the sap adept in appearing kinda cheesey for most of my group (I'd do it anyway!). Having rime spell to combine with frostbite for melee and snowball for ranged spellstrike seems very fun - and ranged debuffing and crowd control seems a little more tactically interesting than just spamming damage. Taking that rime spell feat still messes with the feat progression, ugh.

Lastly I'm considering the alchemist. I could be a bomb thrower, and just sorts handwaive that he's using a sling. Halflings after all have a glorious reputation for being masters of the tanglefoot bag and other sneaky tricks. I like the possibility of being a limited party buffer with infusions. Quickish alchemy, and I could toss out real tanglefoot bags and flame vials, etc. I've never seen an alchemist in action, and I'm not sure if they are fun to play.