rpewin01's page
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New campaign time! Going to be playing shattered star. My concept is a bow using dwarf scout who spent most of his life spelunking through dark caves and ancient dungeons.
Going mostly zen archer because I've always wanted to play one. The ranger (trapper) levels are for trapfinding, as I'm taking that role in the group and it fits my concept. Likely at least three levels along the way to get favored terrain (underground), and get some of the BAB feats quicker. Shattered Star figures to have a fair amount of traps being an old-school dungeon crawl. The rest of the group is a warpriest (no armor, unarmed strike), a samurai, an inquisitor, and a wizard.
Stats are 15, 14, 14, 13, 12, 10 to place anywhere I want, pre-racial. This is a group of experienced gamers shooting for mild optimization (I know how to make a zen archer wrecking machine if I wanted). So while I realize straight ranger or zen archer may be better, im mostly ok mixing them.
I'm trying to get an idea for how to sort my feats through the levels, and not have much waste. Would also be nice to fit in some character concept feats not directly combat related. One house rule: DM allows feat retraining at 4th, 8th, and 12th. Also, the monk has a one-step increase in unarmed damage at the expense of a low Fort save.
I have lots of ideas: vital strike and greater vital strike at mid levels (can get fun with increased unarmed, improved natural attack from ranger if I want, and potions of enlarge person; also looking at snap shot and improved snap shot.
Can anyone throw out suggestions for when to take various levels, feats, traits, etc.? I'm starting at second level with 4k to spend. Thanks for any ideas!

Hi all,
I'm currently running a halfling dawnflower dervish bard in Skull and Shackles. Level 3, going to level 4 next session. I have STR 9, Dex 18, CON 14, INT 10, WIS 9, CHA 15.
I want to be a very swashbuckling pirate, and would like to be a switch hitter. Guns may be found, but no archetypes or classes that grant gunslinging automatically. So far my feats are arcane strike, deadly aim, and dervish dance.
Right now I was thinking of taking two levels of Lore Warden at level 5 (to pick up quick draw and rapid reload), and level 9 (to pick up moonlight stalker after getting blind fight at level 7, and an int belt plus the 8th level INT increase).
I'm not sure however if this is the best method to be good with both a ranged weapon and sword (more concerned with range). Or maybe other classes would be better to get some of the cool feats I want.
I've also thought about going battle herald, but it would change up my feats some, and not sure overall I'm better off. Being the only bard in the party, it would be nice to help out my teammates as much as possible. What does the community think?

Getting ready to start Skull and Shackles, and after much deliberation I am fairly sold on the Inquisitor class. I also love the Heretic archetype. Even if suboptimal, the escape judgment to use a move action to create a diversion to hide sounds really neat. I have ideas of being a good face, decent with spells, and (when the situation calls for) switching back and forth between melee and ranged sniping.
My main concern is how to make the build, particularly for melee. Stats are 16, 14, 13, 12, 11, 9 to place anywhere I want. It seems like going Dex and Wis is the best way to go. Ranged should be taken care of with Dex, and maybe a feat or two. Melee is where I am struggling most. I am thinking a Scimitar with Dervish Dance, but that won't come online until level 3 at the earliest and eats two feats. An agile Elven Curved Blade would be cool, but that requires a feat as well, to play a Tengu, or to multiclass. With the curved blade I am considering whether it is worth it to give enough STR for power attack.
As for races, most races are allowed. I was leaning towards Undine for the swim speed, but Tengu has a lot of great stuff (minus the Con penalty), I love the defensive properties of Dwarves, and the extra skill and feat of a human is always great.
Help me make a playable character from levels 1-10 without huge gaps of dead levels. I'm also thinking a rogue dip and/or levels in Grey Gardener may be good for SA and free Vital Strike. Thoughts?
I am trying to build a sniper character for Skull and Shackles. Because of the campaign, I am placing strong emphasis on skills, meaning the crossbow fighter is likely out. I am leaning towards one fairly big shot a round. And, it is necessary that the character be reasonably capable throughout his life.
Options include the crossbow ranger, some sort of rogue/ninja, and the inquisitor (unless there are others I am missing).
The inquisitor gives me the heresy arcehtype which helps with skills and sniping, but the ranger gives more feats, and useful spells (gravity bow, aspect of the falcon, named bullet, etc.).
What are the pros and cons of the different options, and which do you think would be the most fun and useful in a pirate campaign?

I need to build a 9th level character using a starting array of 16, 14, 13, 12, 12, 11, and 41k in items.
I am interested in building a character that has a mix of healing and divine spells, along with battlefield control.
My current idea is to build a heavens oracle, going into veiled illusionist at 6th level. Does anyone have suggestions for feats, spells, and skill allocations?
I am also debating race. The overall idea is a sneaky, tricky illusionist. Playing a gnome looks appealing, but so does human for spells known, and extra feats.
Current feats I'm considering are Extra Arcana, Secret Signs, Spell Focus and Greater Spell Focus, Eldritch Heritage (Arcana) for working towards more wizard spells, Spell Focus (Arcana), and Improved Initiative.
Illusion spells I would like to get off the wizard list include Mirror Image, Invisibility, Displacement, Loathsome Veil, Rainbow Pattern, Shadow Conjuration, and Greater Invisibility. But, spending all my resources for these spells do not get me much from the divine side other than cures, Resist Energy, and a few others.
We have one other battle cleric for divine spells, and a magus, bard, DD, and arcane trickster on the wizard side. I am looking at having a high UMD, so what wizard spells and divine spells should I look for as wands or scrolls to round out the concept?

I just switched from DM to PC in an ongoing Rise of the Runelords game. I have been playing an alchemist focused on control bombs for the past few sessions, but the general playstyle doesn't really suit my taste. Other than a few bombs, I am having trouble developing an identity for what my character should be good at.
I am thinking of building another character. Level 8 with predetermined rolls (16, 14, 13, 12, 12, 11). Group consist of an arcane trickster, melee focused dragon disciple, bard, battle cleric, magus, and flame oracle.
My preference would be to focus on battlefield control, buffing/debuffing, and possibly dispelling. The party has plenty of damage, ranged and melee. A full arcane caster is out of the question, though interesting multiclasses would be considered (As a DM I placed a strong emphasis on no full casters, and not only would playing one now contradict that, but it would outshine the other arcane casters).
Thoughts include Sandman Bard, Magician Bard, Tetori Monk, Mystic Theurge, or a Synthesist Summoner with a casting/defensive focus.
I am open to suggestions. I just want something that fills a need in the group (to the extent there is one), is fun to play with lots of flexibility, and is slightly different from the norm.

I am getting ready to play Skull & Shackles soon and am debating between two character concepts. My general goal is to mix stealthiness, spell casting, and face skills, and be able to lock down an opponent and take them out rather quickly.
Rest of the party is not set in stone, but mostly martial with a ninja and maybe an oracle. I know there is a lack of arcane casting, but I am playing a wizard now so don't want to go full arcane.
Stats will be rolled, featured races allowed (plus Samsaran and some other uncommon races).
My first idea is a sandman bard.
What this thread is about, however, is an unarmed martial character. I really like the Grey Disciple prestige class. If you dont have Paths of Prestige, it is a 3/4 divine caster progression, sneak attack every three levels, progression of judgments and bane.
I also really like the idea of using Darkness and the Nightmare Fist/Weaver/Shatter Defenses feats possibly combined with Knockout Artist and Sap Master/Sap Adept.
I am thinking Inquisitor because it flows well into Grey Disciple. Plus, with the right inquisitions and archetypes I can max face skills with a low CHA. But, my concept seems very feat-heavy, and I am not sure what mix of race and class levels would work best. A dip into monk seems useful, but I guess I could get around it by worshipping a diety that gives me improved unarmed strike. Some rogue levels look good to stack sneak attack damage, but every level delays grey disciple and inquisitor benefits.
I can get into grey disciple with 4 levels of inquisitor, but not going fifth level means I lose bane. I get bane again at third level of grey disciple so its not a total loss, but means CL 8th.
Also, what are good ways to cast darkness regularly? A drow with Greater Drown Nobility can do it at will, but that is two more feats and a race with no bonus to wisdom.
Please give me thoughts on how to build this to be reasonably effective and fun at all levels of play (doesn't need to be super optimized to do damage).
Is there anyway I can get my intelligence modifier to hit? I am currently a seventh level gnome wizard with a high intelligence, good con, moderate dex, and low strength.
I am thinking of going eldritch knight for fun. My feat selections focus on summoning and are not optimal at all for an eldritch knight, so I was trying to figure out a good way to contribute in combat. Focused Shot and/or Kirin Strike would let me add Int and double Int to damage (do they stack for triple Int to damage?), but I am worried I will miss more often than I hit.
Any way to use my intelligence modifier to hit?

I am debating whether to take my character Eldritch Knight mostly to give me some more versatility and fun. I am stuck with some of the choices I have made so far, so I know this won't be the most optimal. I am currently seventh level, and can retrain one feat at 8th level. Especially since my focus has been on summoning so far.
Gnome Wizard7: S(10), Dex(14), Con(16), Int (18), Wis(13), Cha(11).
Feats: Spell Focus (Conjuration), Augment Summoning, Superior Summoning (probably what I would retrain at 8th level because I will already be one spell level behind the curve on summoning), Craft Wonderous Item, Academy Graduate (from CotC lets me summon as a standard action), and Greater Spell Focus Conjuration (another one I regret if I go Eldritch Knight).
My gear is basically from scratch with around 10k, plus I have a ring of evasion.
I don't mind losing some power for fun and versatility, but not sure I can salvage a worthwhile EK out of this. I like Ranger because it ups my reflex saves (making evasion more useful), though Fighter and Urban Barbarian also look useful.
How would you build this? What would you focus on? What would you use for armor?
P.S. All this may become moot when the Hellknight signifier prestige class (an armored spellcaster) comes out on Aug. 16, which is before my next session.

Not sure if this is the best forum, but here goes.
Ran my second session of Runelords yesterday and I used the interactive maps PDF to print out the maps for the areas the characters explored. I went to Kinkos and had them blown up to 1" squares, and then put a sheet of plexiglass over the maps so we could still mark on them, move minis without tearing paper, etc.
The only problem is that I need to cover up the unexplored areas with something I can quickly remove to reveal the room when they get there. Yesterday I did that by taping pieces of paper over each room that I could peel back when the characters entered or looked into that room. This took some prep time, but no more than drawing each room on a battlemat during the session.
The two problems I ran into were:
1. In one dungeon that was a few large rooms connected by long and twisting hallways, the paper I cut out was shaped to the room, so it was obvious to the players whether there was a hallway or room behind a door. I could try and solve this by using larger pieces of paper for a hallway, but it starts to become difficult depending on layout.
2. The taped paper just doesnt look very nice. The players liked it when everything was revealed and the map looked really nice, but before then it is just a bunch of pieces of paper of random sizes taped to plexiglass.
Anyone have any ideas for how I can improve this?
I am running my second session of Runelords tomorrow (only my 2nd time Dm'ing ever) and one of my players has requested background music, and I am a big fan of background music too. I have a Iphone and Speakers, but am lost on what music to play or how to get it.
Can anyone give me any advice on what I should do? Our session normally runs 7-8 hours, and I expect them to go through the Catacombs, the forest outside Thistletop and at least part of Thistletop. Ideally, I would have enough music for each scene to loop without it being too repetitive:
1. Sandpoint -- basic background town music;
2. Catacombs -- would like some foreboding music appropriate for a fallen temple (but not really horror);
3. Forest outside Thistelop (general nature sounds with the sound of waves crashing would be great).
4. Thistletop -- could be same as the Catacombs.
1 person marked this as FAQ candidate.
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If a character has an ability to cast SM or SNA as a standard action (in this case, the feat Academae Graduate, but could also be Sacred Summons or the Summoner Class SLA), do his summoned monsters still get the opportunity to take full-attack actions that turn?
The Summon Monster spell says the monster appears and acts immediately, but my DM is questioning whether the monster can only take as many actions as the summoner would have remaning between the end of his spell and the end of his initiative.
I played a summoner for the first time last session. DM allows me to change anything I want for the second session, provided I stay in class. I am a 6th level Half-Elf summoner. I went with a serpent build focusing on one bite with grab and constrict (and feats and evolutions to improve the damage of the bite).
I am struggling to figure out how to play my summoner and, by extension, what feats to take. I like having different options at my disposal.
So I would like to hear from people with experience: how have you played your summoner, what feats have you taken, and what was the best balance of effective and fun?
BTW, I think the pounce eidolon is out, as my DM already expressed concern about my eidolon being overpowered doing 25-30 on hit with constrict, so anything that increases that would scare him even more.

I asked this in another thread, but thought I might get more responses with its own thread. I need to settle on a character for tomorrow morning. I have decided on a 6th level summoner in a group with a witch, ranger, cleric, oracle, and rogue.
My idea for my summoner is to use UMD with wands to support the party. I have found several wands that are useful in combat but not caster level or DC dependent: ill omen, saving finale, true strike, liberating command, blistering invective (if I build for Intimidate). This would be on top of normal summoner spells like haste, enlarge person, etc.
My DM has given me the option to take a feat that will progress my Eidolon for three levels if I multiclass up to 4 levels (similar to other companion feats but less powered because Eidolon is stronger). So I am thinking of taking four levels of the Pathfinder Savant PrC to get the ability to use wands at my own caster level, thus greatly expanding the usefuleness of wands (but not the wands that allow a save).
Is this a good tradeoff? Are there that many wands that do not allow a save, but are caster level dependent, that make up for the drawbacks? If so, are they good enough to make me noticeably better than just focusing on the wands that are not caster level dependent and do not allow a save (such as enervation when I get higher levels)? The drawbacks are: one level of spell progression, one level of Eidolon progression, 4 levels of D6 v. D8, and two feats (Magical Aptitude and the house-ruled Eidolon progression feat).
I am DM'ing my first campaign and we are running RoTR in one week. I want to incorporate background music, but have no idea how to assemble a good playlist. Can anyone make some suggestions?
I havent read through the entire thing yet, but for the first week (an 8 hour session), I think I will need:
1. Background music for the general festival;
2. Music for the goblin fight;
3. Music for Glassworks exploration;
4. Music for Thistledown;
5. Perhaps music for general RP in between those events.

I want to play a summoner in a group with a witch, cleric, oracle, rogue, and ranger. I want to build an eidolon that has one large attack, taking vital strike when it can. I will start at 6th level with 16k in gold. Perhaps a Serpent focusing on constrict and maybe poison. I realize this may be less optimal, but seems more fun, and I don't want to build a DPS machine that overshadows the party.
Second, I don't want to summon a bunch of creatures, as I don't want to drag down combat.
1. I am thinking of playing a Wild Caller from the ARG for the extra 1/4 evolution point per level. But, I swap Summon Monster for Summon Natures Ally. I hope not to use SM often in combat, so is this a bad swap if my only use of my summon ability is utility?
2. I am struggling what to do with my Summoner. I am thinking of maxing UMD and making him a wand wielder. What would be the best wands? So far I am thinking True Strike, Ill Omen, Saving Finale, Liberating Command? Any other good ones?
3. I will probably have the gold for one second level wand, and I would like to be able to do some damage. I am thinking either Scorching Ray, or max intimidate and use Blistering Invective. Which do you think is better? Should I go weapon focus (wand) and Dazzling Display instead?
Any other thoughts? My goal is for a much utility as possible while still being effective and versatile in combat. I like the idea of riding my Eidolon, but I am not sure the benefit of casting touch spells on him mid combat, or being in closer range for Intimidate, etc. is worth it.

For my character concept, I like the idea of a mounted summoner. But, the optimizer in me is having trouble making it better, or at least equivalent, than hiding in the back of combat.
I will be starting at Level 6. For concept I like the idea of a halfling, but a Half-Elf Wild Caller seems too good to pass up (+3 evolutions at 6th level).
What can I do mounted, or are any of these better mounted than not? I will have three feats, one of which I plan to use on Craft Wonderous Items.
Possibilities:
1. Use Wands and Dazzling Display. I could buy a wand of Scorching Ray, along with several support spells. In particular, I am thinking of Saving Finale from the Bard list, and some of the good support spells from Paladin, Inquisitor, or Cleric. If it wasn't worth using a wand, I could use my high Intimidate to Demoralize everyone w/in 30 feet. Of course, other than needing to be in range for Dazzling Display, I can do most of that from the back of the party.
2. Archery. I am having trouble seeing how I have the feats or ability scores to make this worthwile. Am I missing something.
3. Lance. I love the idea of using a lance on the back of a mounted dragon. But, I want to build my eidolon to have one massive attack, w/ vital strike, etc., and I am not seeing how it is possible for him to use Vital Strike at the same time I can benefit from charging with a Lance.
What do you do with your summoner. Starting stats are 11, 12, 13, 14, 14, 15. I have 16k gold and can craft any wonderous item to start at 65% of cost.

Starting at level 6 with stats: 15, 14, 14, 13, 12, 10. All Paizo approved products available.
Party:
Witch5/Alchemist1
Rogue5/Bard1
Ranger 6
Oracle (Lore) 6
Cleric (Healing and Luck) 6
Fighter (2-weapon fighter) 6
Me
Goal: ranged character with lots of versatility. I get bored if I'm doing the same thing every round. Need to be able to do more fun stuff than just pump damage (so ranged magus is out).
Two choices:
1. Martial1/Wizard5 archer going into Eldritch Knight
2. Arcane Duelist Bard
The significant house rule is that my character will let me swap out the bonus feats for Arcane Duelist for ranged feats, using the Ranger progression (2, 6, 10, 14, 18) and choice of feats for either bow or crossbow, with the exception of Manyshot.
What do you think will be more useful and fun? I welcome all builds to level 12. I like the Bard a lot, but I am worried about the Spell List. I love the Finale and Inspiration Line of spells and some of the buffs, but that's it. I have no interest in enchantment/charm spells as my DCs will be low, and the witch already has Will saves covered.

I am retiring my 6th level wizard because he was built towards control and summoning, and because of player bloat both of those roles are either unmanageable or duplicated. There will be no other full arcane caster (just a Witch and several divine characters), so I am thinking of playing some sort of magical archer.
Thoughts are:
Inquisitor: I really like the flavor, but the mechanics seem to favor a melee build and we have no ranged damage capability. Plus, the party would lack some of the useful wizard spells that arent on the witches' list.
Synthesist summoner: Not sure if can be built to make a good ranged damage dealer. Spell list may have some useful out of combat utility spells.
Bard Archer: seems like a lot of fun. We have a rogue/bard/AT, but he doesnt have inspire courage. With seven players, theres a lot of buffing to be had. I don't like the spelllist much though as it is enchanment-based, and we have plenty of that. The buffs and finale line of spells may make it worthwhile though.
Wizard/Martial/EK: I am leaning towards this build. How would you build it with feats? What race should I go with? Stats are 15, 14, 14, 13, 12, 10. I need a little bit of crafting because gold and items are stingy. Is there an effective way to take advantage of Moonlight Stalker, or is that too feat-intensive?
Any other possibilities or reason why one is better than the other?

I am getting bored with my current character and my DM is using a gap in the campaign to allow me to introduce a new character. Due to player bloat, our game has 7 players. My current character is a 6th level wizard focused on summoning and control, but the summoning is dragging the combats down, and the control is duplicated by the Witch and Oracle.
Most important, my two classes must satisfy two goals:
1. Bring something unique to the table;
2. Have interesting and flexible options in combat.
Current group is:
6th level Two-weapon fighter
6th level Urban Ranger
6th level Cleric
6th level Lore Oracle
5/1 Witch/Alchemist
5/1 Rogue/Bard probably going Arcane Trickster.
Thoughts include Druid (not sure if too duplicative of the Divine Casters); some type of Bard (not sure if duplicative of the AT); Synthesist Summoner (not sure if too one-dimensional and regular summoner would bog down combat); or maybe Alchemist (seems insteresting, but not sure how flexible they are).
Stats are: 15, 14, 14, 13, 12, 11. All standard races and possibly others depending on DM approval.
Give me your thoughts!!
Here's the deal: 2nd level, 20 point-buy, $1000GP, all monster races available except obviously overpowered ones (eg, Drow Noble). One unique thing -- can spend that 1K on a +1 Ability enhancer if I want.
I wanted to play a Master of Many Styles monk, so I showed with a high Strenght, Wisdom monk with Crane Style. Next steps were going to be Panther, and maybe Janni or Tiger for a bigger punch.
Problem: Rest of the group showed up with a cavalier, wizard, archer ranger (urban), summoner, and a new guy who will be there next time with some sort of fighter.
We have no means of healing. I kind of want to stay monk. I've never played a divine caster before and have absolutely no desire for in-combat healing. But I don't mind taking care of out-of-combat healing if I can build something effective.
What would work well with this? Druid/Monk, Inquisitor/Monk, Cleric/Monk? How would you build it?

I'm starting a new PF game tomorrow at 2nd level and need help deciding on a character. All I know about the group is gnome cavalier, gnome summoner, elven wizard, human urban ranger with a bow, and 2 other players who will have new character. The game has a large social element.
I have been kicking a few characters around for awhile, but I'm not sure they fit with the group: summoner (already have one), zen archer (already have an archer), and magus (already have two arcane casters).
Generally, I do not enjoy any character whose sole role is to stand and trade punches with a bad guy, or a guy who has to heal during combat. My favorite characters tend to be wizards or sneaky types. I really want to build a sneaky assassin with a touch of magic, but I either have to wait until 10th level (ninja), get it at level six but spend three rounds preparing (assassin).
Game is 20 point buy with everything from CRB, APG, UM, and UC allowed, plus most of the monster races.
Help me create a fun character!! I have been thinking ninja, rogue, monk (really like the master of many style feats either as a dip or full-class), druid, cleric (we need a divine caster, but help me build a fun one), or some form of bard.

What are people's general opinions of the Bloatmage and Savant? This is my firt time playing Pathfinder (or 3.5) so I'm curious to see how people have seen these classes play out at the table.
For the Savant, the loss of a level of caster progression seems to really hurt, as does the need to take Magical Aptitude. I refuse to play a sorceror because of the slower spell progression. But the goodies seem very nice. Do most people find the trade-off worth it? I'm playing with a witch, so I'm wondering if every other level I am going to be envious because she can cast a cool higher level spell.
The bloatmage is nice because you don't lose a caster level, and I love the ability to cast more spells. Also, bloatmage initiate is nice because with varisian tattoo, I can make some blasting more effective. I am mostly playing a god wizard, but we have had some encounters where blasting would be nice. Can the extra spells be replicated otherwise though? Such as staff-like wand and craft wand, or Cyphermage, or some other way?

Ok, I've been going back and forth a few days trying to build my character concept. I have a few different ways I can go, and I can't make up my mind. I'm tempted to try and balance everything, but I'm worried about walking into a trap build that ends up being innefectual.
Goal: A character who can open combat (or avoid) combat by sneaking up and taking out an enemy quickly and quietly. In combat, he tries to take people out as quickly as possible.
Tools: Start at level 2, 20 point buy, almost all monster races allowed.
Idea: 2 levels of monk and then the rest of ninja. DM will allow me to choose either WIS or CHA for ki pool even if I don't take 4 levels of monk. Monk levels use the Master of Many Style Archetype and Ninja levels use the Scout archetype.
Methods
Sap Master/Underhanded Rogue Talent CL 7 (Pro: High Damage in surprise round, combine with scout archetype for good damage rest of combat, lowest level way of being able to take a character out in one round; Cons: requires two feats and a rogue talent, limits to 1 attack a round)
Ninja Trick Assassinate CL 12 (Pro: stacks with Sap Master trick to be sure target is taken out, can be used often in combat when combined with invisibility, only requires one ninja talent; Con: requires Charisma to make effective, does not come into play until CL 10-12).
Devastating Finish/Stunning Fist CL 12 (Use with style feats to stun an enemy on its turn, and then coup-de-grace them on my turn. Pro: only requires one feat; Con: Requires Stunning Fist investment to make it work, see below).
Stunning Fist CL 1 (Pro: Can be used with Sap Master to be sure that if target is still alive, can get more attacks before striking back or calling out for help, save DC and uses per day scale with Ninja level, gives something fun to do in early levels, works with Devastating Finish. Con: requires WIS investment).
Style Feats
Crane Style: Requires three feats, -1 to hit +4 to AC (when combined with 3 ranks in Acrobatics), deflect one hit every round, make an AoA on enemies turn, which works well with Devastating Finish in higher levels.
Dragon Style: Requires 1 feats. Gives 1.5x Strength on a single attack, +2 to saves on some conditions; can charge through difficult terrain (making Sap Master even easier to hit).
Mantis Style: Requires 2 feats. Gives 1 extra stun a day, +2 on stun DCs, and +2 to attack on stun attempts. Works well with Devastating Finish. Only requires one feat if I don't care about the +2 to hit.
Snake Style: Requires 2 feats. Can use a Sense Motive roll in place of AC (with +2), can make up to two AoAs on a missed roll.
So my dilema is which stats, abilities, and style feats do I focus on because I can't be good at them all. Realistically, with the amount of feats I need I can probably only be good at two styles.
Option 1: Boost STR and WIS. This lets my attack hit harder, higher save DCs on Stunning Fist. I can keep Dex low relying on my style feats and ninja tricks to keep me alive and help me stealth. What Style feats? Snake/Crane makes me near impossible to hit, but may be overkill, Dragon boosts the STR and helps charging, while Mantis boosts stunning DCs even higher. Also gets higher will saves and bonuses to useful skills.
Option 2: Boost DEX and WIS: More feat intensive because of weapon finesse, less damage, but good for all skills and reflex saves. Combined with Crane would shoot my AC through the roof (plus Mage Armor).
Option 3: Boost DEX/STR and CHA. Forgot about Stunning Fist and Devastating Finish and just wait until Sap Master comes in at 7 and Assassainate at 12 for my cool tricks. Don't need to worry about Mantis Style. Wear light armor and combined with Crane style have a decent AC. Avoid damage with Shadow Clones and Crane Style. Less feat intensive.
Now that I have written all this, it seems Crane and Snake together would make for a near-impenetrable character, but not one good at other things. So what do you think is better? Go Snake Style with STR and WIS, pump Sense Motive to offset less DEX to AC, rely on Ninja levels and Evasion for reflex saves, and go with Mantis and Dragon to make hits hurt more and stuns more likely to land. Or, go Crane Style with DEX and WIS, take Weapon Finesse, and go with Mantis Style?
I know it's long, but there are a lot of potential combinations and I am scared of putting this together in a way that I end up innefectual.

Can you carry an improvised weapon and have it in your hand?
I am building a monk/ninja who will take advantage of the Sap Master chain. I want to get enemies flat-footed as often as possible.
One idea is Improved Disarm and the Catch off Guard feat as a Manuever Monk. With Improved Disarm I can spend one attack disarming a foe, and with Catch off Guard any subsequent attacks with an improvised weapon would be against flat-footed. But, I would need to have the "improvised" weapon in hand. I guess I would also need to use the Bludgeoner Feat to make it nonlethal, or are there improvised weapons I could carry that automatically deal nonlethal damage?
Also, what does "unarmed" mean exactly. Would a creature with natural attacks count as armed if he had no weapon. And if so, would that be the case even if it is some minor attack (like a claw) that he wasn't using in lieu of a greatsword or something. If so, then this is not a very useful idea...
I was looking for an alternative to the Enforcer/Shatter Defenses chain that would be less feat-intesive, but this may not be it.
I know of the Scout archetype and that is my current plan, just wondering what other viable options there were to pull it off with full-round attacks to make TWF a worthwhile build.

How would you build this character? The goal is to sneak up and take people out with one shot. If not one-shot, either have them incapicated until I get to act again (ie, stunning fist), get to act again before they can (eg, suprise round followed by guaranteed initiative with imp. initiative, high dex, traits), and to be able to deal good damage and survive the rest of combat.
I'm thinking the Sap Master line with the Scout archetype is best (I realize there is the Enforcer/Shatter Defenses combo, but it seems too broken and too feat intensive to make it worthwhile), but I have a few questions.
Rules are 20 point buy, with all races in the bestiary allowed except for obviously overpowered ones (eg., drow noble).
First, is there any point in going TWF? It seems the ninja is made for multiple weapons and this could be useful when I am doing more than a single attack, but how often is that? Once I get skirmisher at level 8 I think I would only take a single attack every round, but I could see where from levels 4-8 I may not be able to charge every round (but see Dragon Style point below).
Second, how would you allocate stats? I originally wanted to play ninja because of the assassinate ability I could get at level 10. But the Sap Master line made me realize I might be able to accomplish almost the same thing at lower levels. So I am thinking my main stat should be DEX, then CHA, then STR. But, if I emphasize STR over DEX and CHA I eliminate the need for weapon finesse and qualify for Dragon Style (can charge through allies and over difficult terrain) without needing to take any levels of monk. Also, I could use a big 2H handed weapon (either merciful or with the bludgeoner feat). This comes at the expense of AC, stealth, and Initiative however.
Third, would you take any levels of another class. One level of Oracle could let me use CHA for AC and Reflex, get medium armor and a shield (which helps with AC), and a few spells (but none really great). This really lets me go the STR/CHA route.
A level of monk presents alot of interesting options. First, it gives me improved unarmed strike, which I can then use for Knockout Artist (+1 per SA dice). It also gives me Flurry (TWF fighting for free), Stunning Fist (helpful to use in conjunction with Sap Master so that if I don't take them out in one hit I wont get attacked back and they cant scream out for help). Stunning Fist's DC and per day uses also scales with my ninja levels. Plus, I could tie my ki pool to WIS, making CHA a less important stat, and boosting my AC and Will saves. I was thinking of taking master of many style so I could qualify for Dragon Style (greatly improves charging) without needing a high Strength, and Mantis Style (+1 Stun per day and +2 to stun DC). I give up Flurry, but since most my attacks are not full-attacks anyway, that doesn't seem like a big loss. If I did two levels of monk I would get both, +3 to all saves, +1 BAB, and evasion. But, this delays Sap Master until 7th level. Do you think the two levels of monk are worth it?
This also seems like a good character to take the Vital Strike line with at later levels because it will depend on monstly one attack. Build it to use a high dice of damage through unarmed strike or a weapon, and those multipliers could really add up.
The possible feats include Weapon Finesse, TWF, Dragon Style, Mantis Style, Sap Adept, Sap Master, Spring Attack, Improved Initiative, and Knockout Artist. Possible ninja/rogue tricks include Vanishing Trick, Shadow Clone, Unarmed Combat Training, Darkvision, Offensive/Defensive, and Underhanded.

Ok, I made another thread about a zen archer monk with a level of wizard, and have decided if I play that character I'll stick with straight monk.
But I am also thinking about playing a ninja (I have one week left to decide). I want to play a one-shot kill character, but it's going to take 10 levels to get the ninja death strike, so I need to make something viable before then.
I am thinking about taking advantage of the vanishing tricks and the sap master lines to do tremendous amounts of nonlethal damage. I like the vanishing trick, the mirror image trick, and the rogue talent offensive defensive. The idea is I go invisible and then can sneak attack with multiple attacks doing lots of damage, and then will have a high AC in case I stay visible (because I want to preserve ki points) or need to take attack of opportunities to get in flanking position for more sneak attacks next round.
I am also wondering whether I should go with two-weapon fighting or stick with one weapon. If I understand it correctly, if I attack while invisible, two-weapon fighting would give me multiple chances to apply sneak attack damage, right? But, this also seems a feat-intensive build so I am not sure if maybe I should stick with one weapon. Possibly use the vital strike line, then?
I am starting at level 2, and would be curious to see suggestions or builds out to level 15 or so. We are using a 20 point-buy. The following races are allowed: aasimar (B1), catfolk (B3), dhampir (B2), dwarf, elf, fetchling (B2), gnome, grippli (B2), half-elf, half-orc, halfling, human, ifrit (B2), merfolk* (B1), oread (B2), ratfolk (B3), suli (B3), sylph (B2), tengu (B1), tiefling (B1), undine (B2), vanara (B3), vishkanya (B3)
The merfolk seems too good to pass up (DM allows for land speed of 20), but halflings are always cool and I may need human for the extra feat.
Anyway, the feats and ninja abilities I am considering are: two-weapon fighting, improved two-weapon fighting, vanishing trick, weapon finesse, shadow clone, rogue talent (offensive defensive), assassinate (at level 10), invisible blade (10+), ghost step (10+), sap adept, sap master.
What order would you take these in? Would you go two-weapon? If I go single weapon and emphasize str I can avoid a lot of feats, but miss out on a bunch of chances for sneak attack damage.
What do you think of taking one level of wizard as a Zen Archer monk? I'm thinking a dwarf zen archer monk with the steel soul feat (+4 saves) plus a void elementalist (+2 saves) would make it almost impossible for me to fail saves. If I give myself a 12 int, I can have four spells, which I can use for mage armor and shield (putting my AC into the stratosphere) plus gravity bow (pumping my damage to 2d6).
Does that offset the penalties for losing a level of monk? If so, what level would you do it at? I'm starting at level 2, but can take the level of wizard whenever.
Also, I'm not sure if the void elementalist is allowed. If not, what do you think about a Transmutation specialist. I could get +1 to one score and the same spells above. Still worth it?

I need help with suggestions for an arcane caster. I am new to Pathfinder/3.5 (long time 2e player who took a break for several years). I just joined a group and made a human wizard in the style of Treatmonk's GOD wizard. Took Spell Focus Conjuration and Augment Summoning. Conjuration teleportation specialist with Necro and Evocation as banned schools. My plan was to never have a blasting spell. Total focus on control and SoD spells (love the create pit spells, stinking cloud, etc.).
I have had a blast so far and we just advanced to second level. In the first adventure I took out the BBEG with a color spray, and in the second my summoned eagle chased down a fleeing lizard guy :).
Only problem is we just had a 6th player join and he is playing a witch. I don't know much about a witch, but I'm afraid he is going to be duplicating a lot of control debeffuing stuff I was going for, which would both be overkill and make my role boring.
Current party(all second level):
Human cleric (healing-focused)
Half-Elf switch hitter ranger
Halfling rogue
Human witch
Human dual-wield fighter
Human wizard (me).
DM has given me permission to change characters because of new player if I want. I want to play an arcane based class (but not a Magus, just dont like the in-your-face fighter bent). Doesn't need to be heavily optimized, but needs to be good at what he does, and most important UNIQUE and FUN to play.
Maybe a sorceror? How does it play out over 20 levels. We use a slow progression (3-4 sessions/level). I'm worried for two months I'll be looking over at the witch wishing I had that higher level spell. What bloodlines would make it good and interesting. Our party could be a little low on damage so something that can dish out pain could be useful if the witch is controlling/debuffing, but not a PURE blaster cause thats too boring.
Maybe a wizard with a different focus? What works to be able to bring the pain when I need to, but still have other interesting/effective options that won't just duplicate what the wizard can do.
Maybe a summoner? The Eidolon seems interesting. But no synthesist cause I don't want to be melee. Any way to make a cool archer riding around on a flying spider or something? Or a way to be effective staying back casting spells while the Eidolon is in melee? Don't want to be a master summoner. I like the idea of summoning, but I only need one or two at a time. I don't want to bog down the game with 5+ creatures.
What would you do???
Hi all. I am playing Pathfinder for the first time (long time AD&D player). I am joining a group where I start at 11th level with a 25 point buy. I will be able to buy any magic items available with the normal starting gold at 11th level (I think they said 85k), so long as no one item is more than half.
The group is very well-rounded, so I am not filling any particular holes. I am thinking playing a ninja with a focus on the hiding and assassinating ability, so I want to max the assassin dc as high as possible.
Please suggest builds to make my character the most effective, including races, stats, classes, and items. I appreciate any help you can give me.
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