Sahuagin

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Fighter:

Name: Rasgraelynn Mountaingrip
Race: Dwarf
Class: Fighter 7

HD: 7d10+7(3, Con) +7(FC)(DM has us reroll if a die comes up below ½ die)
HP: 83
AC: 24 TAC: 11 FFAC: 23 (+4 vs Giant subtype)
F/R/W: 8/3/3 (+4 vs Spells/SLAs)
BAB: 7/2
CMB: +12
CMD: 23 (27 vs bull rush/trip)
Speed: 20ft Initiative: +1

ATKs: +14 Melee, Greataxe: 2d12(VS)+19, x3 Crit
Full attack: +14/7; 2d12+19 and 1d12+19, x3 Crit
AoO(2/round): +12 melee, Greataxe: 1d12+19, x3 crit | + Stand Still

ABLS: 15 point buy
STR: 18(20 after belt)
DEX: 12
CON: 16
INT: 7
WIS: 12
CHA: 7
Level 4 bonus: STR

Skills:
Climb: 4 ranks, 3 misc, 5 STR
Swim: 3 ranks, 3 misc, 5 STR

Feats:
L1: Weapon Focus(Greataxe)
L3: Power Attack(-2 Atk, +4 damage(+6 TwoHanded) )
L5: Furious Focus(no atk penalty on Highest BAB attack when PA)
L7: Steel Soul(+4 racial bonus on saves vs Spells/SLAs)
Fighter:
Combat Reflexes(2 AoOs per round)
Stand Still(any enemy hit by an AoO cannot move past you)
Weapon Specialization(Greataxe) +2 Damage
Vital Strike(On highest BAB attack deals x2 damage(x2 weapon die, not STR,
precision, enhancement, weapon abilities, etc. Not multiplied on crit)

Class Features: Two Handed Fighter archetype
Bonus Feats: 1, 2, 4, 6
Shattering Strike: +2 CMB/CMD on sunder, and on damage vs object
Overhand Chop(x2 STR instead of x1.5 STR on 2handed weapon damage
rolls, on first attack roll)
Weapon Training +1 (attack and damage rolls for two handed weapons)
Backswing(x2 STR instead of x1.5 STR on 2handed weapon damage rolls on
all attacks after first(which is modified by Overhand Chop?) )

Race Features:
Darkvision 60ft
20ft move speed, not affected by encumbrance or armor
Medium Size, +2 Appraise on metals and gems
Hatred: +1 ATK vs Orks and goblins
Hardy: +2 vs Poison(modified by Steel Soul for spells/SLAs)
Stability: +4 CMB vs bull rush/trip
Stonecunning: +2 perception vs stonework. Always receive a check to notice
traps and hidden doors located in stone walls/floors when within 10ft regardless of active looking
Defensive Training: +4 AC vs Giant subtype(Dodge bonus)
Speaks Dwarven and Common

Gear: 129 GP, 6 CP
Mwk Cold Iron Greataxe(1d12, x3 Crit, 12lbs)(with weapon cord, retrieve as
swift action)
+1 Folding Full Plate(+9 AC, +1 Max Dex, -6 ACP, 50lbs) (DM has Folding cost as a +1 enhancement)
Ring of Sustenance
Ring of Force Shield (Wall of Force shaped as a shield, floats in front of the
wearer. Activate or deactivate as swift action. +2 AC)
Belt of Str +2
Amulet of Natural Armor +1

Am I understanding Overhand Chop and Backswing correctly, is my main question. All criticisms asked for.


CharacterStats:
Wizard 6, Necromancer school, Evocation and Enchantment opposition, Undead subschool.
Ability Scores w/ 15 point buy. not a PFS character
STR: 7
DEX: 10
CON: 10
INT: 21(18 base, +2 racial, +1 level 4 ability gain)
WIS: 10
CHA: 12
(All base, before gear)
Feats:(in no particular level gained order, 1 gained via flaw, 1 via human, 1 via class)
Craft wondrous Item
Craft Wand
Bouncing Spell
Persistent Spell
Spell Focus and Greater Spell Focus(Necromancy)
Trait: Magical Lineage(Blindness/Deafness)
Spells in spellbook(some purchased, some via APG favored class option)
L1: Mage Armor, Grease, Silent Image, Feather Fall, Protection from Evil, Ray of Sickening, Repair undead, Adhesive Spittle, Enlarge Person, Shield, Alarm
L2: Command Undead, Blindness/Deafness, Fox's Cunning, Mirror Image, Make Whole, Molten Orb, Detect Thoughts, Scare, Protection from Arrows, resist energy[EDIT: Also Fox's Cunning]
L3: Animate Dead(lesser), Stinking Cloud, Haste, Slow

relevant Gear; most of it crafted over the course of gameplay
Headband(Int) +2
Handy Haversack
Catching Cape
Robe of Bones(very few items left)
Wand of Molten Orb(50 charges)
Cloak of Resistance +2
Belt of Con +2

the question is this;
My DM fudges dice rolls(pretty obviously but claims he doesn't) and hates SoS/SoD/SoL spells, preferring HP damage which he supports by stating monster weaknesses as "Damage" regardless of knowledge check. So my SoS spells rarely(to the point of almost never) ever land, regardless of the odds, if they are cast against anything that could be considered a threat.

How can I build this character going forward to make it less reliant on SoS spells, considering that we never find scrolls that I could scribe into my spellbook, liquid funds are a rarity, and purchasing spells is situational at best?

spoiler:
Leaving the group due to the DM's actions isn't an option for a few reasons, and yes; I know that as debuffing/SoS spells this is far from optimized. yes; my saving throws leave much to be desired, but our DM uses casters rarely, and resist(lightning) is enough to survive the occasional elemental bloodline sorcerer we come across