rlien56's page

Organized Play Member. 9 posts (16 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


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I'm playing a home game with the following build:
Human Cleric of Iomedae 3 with Heroism and Tactics domains
Str 18
Dex 10
Con 12
Int 14
Wis 14
Cha 8
Feats: Heavy Armor Proficiency, Toughness, Craft Wondrous

My goal is to be the backup tank/healer. Right now I'm looking for items that I can craft/buy that help me in the next 2-4 levels. I know that I'm going to want Gloves of Elvenkind to help me craft and cast, but past that I'm a bit lost other than the obvious (+2 stat items, etc.). I'm not exceptionally familiar with really solid items past the core-type stuff. Any advice on what to make and buy for the next 2-4 levels?


Lemmy wrote:
mdt wrote:

Sorry, let me rephrase the bluff check thing.

6) I should be able to ignore bluff checks which are feints.

You are not going to 'fake me out' by fancy sword play pointing it toward my eyes, or reflecting sunlight off it, or any other classic feint.

Still disagree. Sure, you can't kick sand into a blind person's eye (well, you can, it just doesn't matter), but you can still pretend you're going to strike in a way and then attack in a completely different way.

e.g.: Pull your blade as if you were going to make a piercing strike to the heart, but then, at the last second, headbutt your opponent's nose instead. That's a feint. It doesn't matter if your enemy can't see you, as long as he can perceive your movements.

During high school I had a wrestle a local blind guy a number of times. Because the rules change (you must keep contact at all times), it makes it exceptionally difficult to feint a blind person while in contact with them. They measure things differently (pressure, center of gravity, etc.) and feinting in those different ways just isn't a skill that people normally have. Added to that, feints when not in contact do nothing. Either they understand where you're at but are still unaware of your exact motions etc or you've wasted energy because they still have no clue where you're at. They should be immune to feints just as by visual illusions.

Here would be my recommendation:
1-4: Give Blind Fight for free.
5-8: Give Blind Sense to 15-20 feet. This gives you location but still has major penalties
9-12: Give Blindsight 10-15 feet and double blind sense to 30-40 feet.
13-16: Blindsight 30-40' and Blind sense 60-80 feet
17-20: Blindsight 60-80 feet and Blindsense 120-160'

Blind Sense is still a huge drawback. You're still denied a dex penalty for a long while and ranged attacks (and possibly spells) can still easily make you flatfooted. This is still a HUGE penalty but it could also be something cool to try and RP.


Cubic Prism wrote:
rlien56 wrote:
How does this look?)
Look at Hexcrafter and what you can do debuff wise with some of the hexes in addition to your frostbite. Also consider snowball through the arcana to give wizard spells if you want to continue to do the frost/enforcer/rime trick.

Can you deliver the hexes during a full attack?


Starting @ 18, +2 for racial, +2 for item, +1 for the level 4 bump. I'm just expecting to spend most of my time in the 8-11 range where starting at 18 is an extra +1 to attack and damage whereas otherwise it wouldn't be there until level 12 if it only starts at a 17.


How does this look? I'm planning on trying to use it as pacifist arcane support. Mainly to try and give enemies Shaken, Entangled and Fatigued all at once via Rime Frostbite. For creatures immune to subdual (undead) or with reasonable cold resistance I wasn't quite sure where to go but I was thinking of grabbing Piranha Strike at 9 for extra damage. Many of the numbers are rough thoughts of where they'll be at. I know I'm going to have 11k or so to play with after +2 stat items and the +1 agile weapon.

Elf (standard except with Fleet-Foot instead of Keen Senses/Weapon Familiarity)
Kensai Level 7
Str 7
Dex 23
Con 10
Int 20
Wis 10
Cha 10

Class Abilities: Arcane Pool, Cantrips, Canny Defense, Spell Combat, Spell Strike, Arcane Accuracy, Perfect Strike, Fighter Training, Iajutsu

Feats: Weapon Proficiency Scorpion Whip, Weapon Focus Scorpion Whip, Weapon Finesse, Whip Mastery, Rime Spell, Enforcer, Improved Whip Mastery

Skill Ranks: Fly 7 (+16), Intimidate 7 (+10), Knowledge Arcana 7 (+15), Knowledge Dungeoneering 7 (+15), Knowledge Planes 7 (+15), Spellcraft 7 (+15), Use Magic Device 7 (+10)

Traits: Metamagic Master, Warrior of Old

Init +15
HP ~48
AC ~21/25 FF ~10/14 TAC ~21
Fort +5 Ref +8 Will +5
BAB +5 CMB +3 CMD 19
Spells: 4/5/3/1
Atk: +1 Agile Whip ~+11 (1d4 + 7, 20/x2)


Right now I'm GMing, but once we're done with my run of adventures I'll end up rolling up a 7th level character. Right now the party is a Healbot, a Melee Cleric and a Rogue. I'm not really in the mood to roll a wizard and be all controlling so I was planning on rolling up a Magus (before you ask I've looked at all the guide and things I could find re: Walter's Guide, a few Fighter guides, Trait guides etc.). It's essentially a home game that is would be PFS legal.

I know that I'm going to use a +1 agile Andoran Dueling Sword. My thoughts were to either start with an Elf Kensai (Magus) or multiclass with Elf Kensai 4/ Weaponmaster 3. I wanted to make the 3 level dip for Weapon Training to bump it up with Gloves of Deuling because that fits. I was also hoping to find a way to fit in Moonlight Stalker so I could have consistent high damage. The problem that I'm running into is that I'm either short on feats to do everything well, short on gold (23500) unless I craft, or losing out on other random static bonuses. Any suggestions?


Find an RP way to explain detecting as evil. Perhaps you were cursed, perhaps someone hid a magic item on your person, perhaps you make sure that you get hit by a really evil guy and it rubbed off somehow, perhaps.... There are any number of reasons someone could detect as evil. Unless he has ranks in spellcraft, knowledge religion, and a few other things he isn't likely to be able to quantifiably deny what you're saying without using OOC knowledge.

The real issue isn't that there's a paranoid paladin, it's moreso (imo) that a player seems to intentionally be inviting inter-party conflict for no real reason. Don't get me wrong, my Paladins are always stopping a second re-up Detect Evil, but some evil isn't worth fighting because it's a 'lesser evil' of sorts.

If worse comes to worst, you can always get a lead plate :P


Nixda wrote:
to the OP, "a bit of a Gish preferably divine" sounds like a pally to me :P.

I get your point and thought of pally but would prefer more of a caster-base. I was thinking Pally 2/ Cleric 4/Holy Vindicator 10 or Cleric 8/HV 10; I'm just not sure that it wouldn't be better to go straight Cleric (for utility/spells) or straight Pally (better HD/AC and more smites).


So in 3.5 I played a Cleric who was proficient in every role(tanking/blasting/healing). In my cursory view of PF, clerics got knocked down a good bit. I'm planning on being the tank for a level 2 party (true necromancer, shadowdancer, ranger are the end goals iirc). I enjoy tanking but I'd like to have a build that is a bit of a Gish preferably divine (for extra healing). I'm open to about any build though including straight base class builds. Any suggestions for builds or good divine Gish guides?