sojoocy's page

Organized Play Member. 33 posts (58 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.




Friend is interested in running this character but he's every bit the minmaxer I am (despite being a new player) and while doing some research I came across a few posts that claim it was nerfed from "Strictly better than monk, and probably strictly better than normal Warpriest." to "Eh/10" because they errata'd the pseudo-flurry to not work at full BAB.

Is this true? Pls no. I'm putting together the framework for a build that dips Master of Many Styles Monk for two levels to nab Pummeling Charge at level 3 and maybe invest in the Dragon Style feats but I'm not familiar enough with the class as a whole to know if it's gonna be as effective at face pounding as he and I both want it to be.


It's difficult to find advice about the archetype that isn't from 2013 and doesn't start with "Build subject to nerf if (X) is errata'd." so HOPEFULLY the many issues have been errata'd (whether or not brawlers get shield bash for free, whether or not the two weapon fighting they get while flurrying counts as the actual feat for feat chain qualifications, etc)

I don't want to abuse any double-shield gimmicks, but otherwise, I'm open to any and all suggestions. Race is half-orc, 20 pt. buy. If it's a juicy option, I'd really like to stack Shield Champion with Winding Path Renegade.

Grand Lodge

As above. If we take the obvious path (halfling w/ warslinger, standard ranged feats) it's on par with the composite bow until you get access to manyshot, which doesn't work with slings. There's no way to overcome the DPR gap from there as far as I can tell.

Hoping someone can prove me wrong, because my other option to use it without thinking 'I should've just used a bow.' seems to be a switchhitter and that doesn't interest me in the least.


Title.

There is, disappointingly, very little discussion about this archetype floating around so when our newest player (newer than me, which is saying something) brought it up we all pretty much said idfk. Figured I'd type this up while they finish helping him pick a pregen for tonight.

Everyone has varying opinions. My first thought was to tell him to dump strength and pump dex to 18+ and then pick up Agile Maneuvers as his first level feat but beyond that I'm veeeeeery unfamiliar with builds like this so I didn't know what to suggest as far as further feats/gear/etc.

Vicious Stomp and Greater Trip apparently stack to give you two free AoO's on every successful trip so he could be putting down some serious attack volume...but with him dumping strength, they'd be doing pitiful damage. Obviously damage won't be the main focus of the build, but when you're a martial class hitting for 1d4-2 damage at level 1 (more like a flat 1d6 by the time he has both those feats, but still)

So, to nail it all down in cliffnotes form, I'm looking for;

- Feat progression beyond Agile Maneuevers (assuming I'm correct in advising he dump str/pump dex) and Combat Reflexes
- Stats.
- Gear
- General build advice. I don't even know how one would play a build almost exclusively focused on tripping people. Apparently Maneuver Master gets to make more than one combat maneuver in a turn, so how would this work? You trip more than one person, or trip & then ____? the same person?

Grand Lodge

Recently became enamored with the idea of making a character who is going to speak softly and carry a boomstick.

I looked for a long, long time at a mysterious stranger/paladin because, first and foremost, I want to blow things away but I'm pretty much decided against the idea at this point because;

- Would require a serious wisdom dump to satisfy my minmax-y desires and I don't want to be playing Spongebob Smitepants.
- Two skill points/level is paaaaaaaainful.
- Alignment restriction won't work for me. The character I'm imagining is one step away from being a Linkin Park fan. He's probably cut in a few lines too.

I have it narrowed down to these two ideas now, and....I don't know.

Really just looking for any input with any relevancy to those two ideas - build suggestions/personal experience with the ideas/theorycrafting/etc.

Grand Lodge

2 people marked this as FAQ candidate.

I asked this question in a previous thread and 90% of the replies were "I'd houserule ____" Or "If it were my table, I'd say _____ due to it defying ____ and _____ laws of physics." All I want to know is if it's legal RAW so I can run it in PFS.

So, basically....if you are mounted and using a reach weapon (lance) and you're riding a mount with pounce, can you charge, strike with the rider's lance, and then continue the charge one square further to place the target within the mount's reach so it can full attack with pounce?

This is assuming you have ride-by attack.

Grand Lodge

Last session our group played a 4-7 module and had some serious issues putting down the BBEG. We don't have a reliable fawk-you-and-your-little-dog-too kinda guy and I want to fill that gap, so I'm currently looking at a halfling gendarme/beast rider cavalier.

I have enough chronicle sheets from playing pregens lying around that I'm probably gonna do one more session and then start at level 5 and here's what I'm currently looking at;

Oliver Cates, halfling cavalier (5) Order of the Sword

Str: 19 (16 +1 at level 4 + belt of giant's strength)
Dex: 14
Con: 14
Int: 10
Wis: 10
Cha: 9

Feats:

1: Mounted Combat, Ride-By Attack (Gendarme BF)
3: Spirited Charge
5: Power Attack, Wheeling Charge (Gendarme BF)

Gear:

Masterwork lance
Rhino hide armor
Belt of giant's strength +2

All of this lines up to give me (!!!) 1d6x3 + 36 + 2d6 damage on a charge...at level 5. That's 41-66 damage. If I slap on my Order of the Sword challenge that's another 21 (5, +2 for order of the sword, tripled for spirited charge) flat damage, which brings it to 62-87 damage. And if I decide to pounce with my mount, I get another 1d6+2 + four 1d4+2 attacks, for a total of 15-32 extra damage if all attacks hit. So if I roll incredibly well, that's 77-119 damage on a charge...at level 5. That's without any spells or assistance from allies.

So basically I'm going to eat bosses for breakfast while having virtually no out of combat use.

Any suggestions or tweaks? I'm probably going to take Risky Striker at 7, but I'm open for other suggestions or ideas on gear and feats following that.

Grand Lodge

Cliffs;

- Putting together a cavalier (gendarme/beast rider) with a lion mount stacking all the relevant feats for stupid charge damage...because 1d6x3 + 36 + 2d6 at level 5 without even using my cavalier's challenge is just stupid.

- Lions have pounce.

- I've done some research and seen conflicting answers, but RAW...am I understanding correctly that I can charge, hit with my PC's lance and then get a full attack with the lion?

- If the answer to the above is yes, would I be able to continue moving via ride-by attack?

Grand Lodge

I know, and I don't care. If I can put a competent build together, I'm doing it.

Cliffs of cliffs of cliffs;

- 25 pt buy.
- Race MUST be halfling.
- Starts at level 3.

Build doesn't have to be exclusively focused on grappling, but I do want to be good at it.

I'm mainly looking at unchained monk or (more plausible) Urban Barbarian/Brutal Pugilist. Pugilist gets lots of juicy stuff, particularly a 5th level ability that lets you get treated as one size category larger for the relevant grapple-y bits.

I have, however, just started researching and am open to any and all suggestions.

Grand Lodge

pls halp

So, what I've got so far;

Race: Halfling

Stats:
Str: 16
Dex: 13
Con: 12
Int: 10
Wis: 8
Cha: 14

- Start out with a 1 level dip of fighter (Dragoon) for free mounted combat + ride-by attack.
- Take summoner the rest of the way.
- Eidolon will be a quadrupedal demon w/ mount, climb, and reach on (undecided)

Feats:
1: Mounted combat (free) + ride-by attack
3: Spirited Charge
5: Power Attack
7-endgame: ???

I'm fairly new to Pathfinder and don't have the best grasp on mounted combat rules, but...am I interpreting ride-by attack correctly in that it will let me charge, hit with my lance and the eidolon's reach attacks, and then continue the eidolon's move afterwards?

Build is mainly focused on single target DPS, I was running a mounted ranger before and this is intended as a strictly superior evolution of that.

My other questions are...

- What eidolon attack(s) to give reach to.
- What feats to take after Power Attack
- What feats to give the eidolon
- What else I need to keep in mind progressing.

Grand Lodge

Forgive any typos, GM is currently in one earbud and I cannot multitask at ALL.

- GM ran us through a couple of modules, most recently Haunting of Harrowstone. We all loved it.

- GM is now switching gears to a homebrew campaign with a heavy focus on horror. Sanity system and all that.

- We're all level three and are allowed a complete rebuild of our characters.

- Current party comp is two paladins, a cleric, an inquisitor, an undecided and me. Pallies are both melee, cleric is support, no idea what the inquisitor will be doing.

- The only thing I'm set on is race. Halfling. Otherwise...I'm open to any and all suggestions. Looking at (unchained) summoner or kineticist, but neither is anything close to set.

Cliffs of cliffs;

- GM is running a super spoopy campaign.

- We have two pallies/cleric/inquisitor already set.

- I want to be a halfling and haven't decided on a class.

Grand Lodge

Helping a friend with his first build. Convinced him to run a melee alchemist instead of a bloodrager because viability + out of combat use...and then it clicked I know basically nothing about alchemists.

I tried digging up some old threads but they're all based around a beastmorph/vivisectionist and vivi isn't PFS legal, so hopefully one of you gents can provide an outline since I genuinely don't know what to tell him.

Cheers in advance.


Yus, it's me again. This build is actually going to be for a good friend of mine though. Don't worry, you guys sold me on the Dawnflower Dervish :3

/quote:

"You've already got an account, just post it on yours. Yeah. Don't really care what class, I just want to complete critbliterate (TM) things. No. Fine."

/end quote.

So here's what he wants;

- To be mounted, for mobility and incredible charge damage w/lance.
- To be halfling, because a) our characters are gonna be related and b) aren't small sized mounted characters the bees' knees anyway, especially with all the dungeons we're forced into?
- To be as minmaxed as possible. I refuse to dump int and cha, and especially not both at once. He says he doesn't mind being stupid and mean if it benefits his ability to oneshot big ugly things.

I really wish I could sell him on a non-martial class, but he's married to the idea, so that leaves our party composition at...

- Greatsword-using warpriest. The player decided to be a bumnugget and watch us from the back the entire last module so I'm not sure what the build is focused on.
- Extra tanky paladin
- Oracle (No idea what mystery she chose, but she functioned as support/face in our first module)
- Monk grappler/debuffer (lots of dirty trick usage, he generally just softens them up for the big hitters)
- Dawnflower dervish bard (yours truly)

Feats are pretty self explanatory, but I don't know what to tell him as far as class, stats, etc.

Cliffs;
- Bringing a friend into our game.
- He wants to play a mounted halfling (kin to the Dawnflower Dervish you all helped me build, for flavor purposes) who specializes in absolutely murdering one thing per turn. So...a pretty stock lance charger.
- Feats are very self explanatory but I don't know where to point him as far as classes and stats.


Was starting to resign myself to the idea of being a vanilla bard and letting everyone else get all the glory before I stumbled upon these archetypes.

I have absolutely zero experience with bards, let alone these archetypes, and, as usual, hours of digging up ancient threads later there isn't a cohesive opinion on them at all. Everyone says something different about which one is better, no one can agree whether they're both terrible and it's a moot point, and no one can agree on builds.

So, really, questions are...

- Most important question: Which one will take off sooner? PFS so we won't be going past level 12 and I loathe the idea of playing a character who won't feel relevant til level 6+
- Which one is "better" for a chiefly melee role (with, of course, party buffing as a secondary concern)
- What should feat progression look like?
- Do they just flat-out suck and I should look elsewhere?


- New player.
- After tons of deliberation, ended up rolling a pistolero because it looked cool and proceeded to rebuild to a Zen Archer (with GM approval) because I didn't want to play a build that wouldn't take off until months of playing down the road.
- Just finished my first module with the ZA and had a blast...because I'm new and the GM is excellent. I found my character to be dreadfully boring. Basically every combat goes like this:

GM: Your turn.
Me: Okies. Flurry of arrows, I'm gonna try to pop off that ghoul.
*roll, roll* X DAMAGE!
~~
GM: Your turn again.
Me: Okies. Flurry of arrows!
*roll, roll* X DAMAGE!

Rinse, repeat. I have exactly nothing to contribute outside of combat, and while I'm moderately effective IN combat my options are incredibly limited. My options won't open very much at mid-late levels either; I get some bonuses to damage and such, and that's basically it.

I'm eyeing a dwarf inquisitor now but I'm not sure how to approach the GM and convince him to let me switch to a new character....again...especially now that the rest of the party just bumped up to level 2 and we're playing PFS so he can't just houserule out his ass.

Right now I'm thinking I'll just ask him to let me kill off my ZA at the very start of the next module and roll my inquisitor at level one...leaving me permanently a level behind the party and using underpowered gear (initially) compared to whatever the rest of the party managed to buy with the 1400 GP they each earned in the last module.

Hoping one of you has a better suggestion though.

CLIFFS:

- New player with basically no previous experience.
- Already rebuilt character from pistolero to ZA.
- Just finished first module, had a great time but don't particularly like the one-track nature of either class I played.
- Need suggestions on how I can convince the GM to let me make yet another character (and preferably kill off my current one.)
- Got a couple of sticky issues in that the entire party just leveled up and we're playing PFS (not sure what all restrictions that throws in)


I'm brand-spankin-new at this, but here's what I put together in HeroLab.

-- Mysterious Stranger (Rapid Reload)
-- Paladin w/ Oath of Vengeance archetype
-- Paladin (Point-Blank Shot)
-- Mysterious Stranger
-- Mysterious Stranger (Rapid Shot)
-- Mysterious Stranger (Precise Shot BF)
-- Mysterious Stranger (Two-Weapon Fighting)
-- Juggler Bard
-- Juggler Bard (Improved Two-Weapon Fighting)
-- Paladin
-- Paladin (Clustered shots?)
-- No ruddy idea.

Mysterious Stranger to 5 for Stranger's Luck. Should be a massive help with the potential misfires I'm going to run across cranking out so many shots. Oath of Vengeance Paladin is going to 4 so I can get all that juicy smiting. Juggler bard dip is to fix the reloading issues with dual pistols (I could also go alchemist/vestigial arm if there's a good argument for that being better. Gun twirling is out of the question, too many useless feats and the build wouldn't take off til later.)

From there on out, I dunno. Game likely won't go past level 12-15 and this already takes me to 11.

I can't *see* any obvious problems but, as previously stated, I'm rather new at this.


I tend to ramble, so I'll keep this short-ish:

- Want to be three feet of BBEG wrecking thunder.
- Mysterious stranger archetype has great synergy, so I'm taking it.
- Currently looking at mysterious stranger 1/swashbuckler (musketeer) 1 (for quick clear, overcoming the mysterious stranger's single biggest issue) and then take the rest of the levels as paladin. Are there any issues with this I'm overlooking?
- Clueless as far as feat choice and progression.

Also, how am I meant to get reloading my musket to less than a move action? Rapid reload takes it to standard, alchemical cartridges would take it to move...and from there?

Aaaand final edit, how should my stats look (assuming I'm unwilling to drop anything besides strength below 10) Twenty point buy, currently I'm looking at either...

- Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 18

Or...

- Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 18


So far, we've got an oracle, a wizard, a warpriest, a paladin and a monk (who has, thusfar, kicked absurd amounts of ass for a class that gets justifiably s$!% on 24/7.)

I ran a human pistolero for the first encounter (had plans to multiclass into inquisitor) but further research led me to decide to drop it, so I'm fixing to hit our DM up so we can make plans to kill off Jouhas and bring in his (adopted) brother, Jasper O'Dinn, who is going to be my halfling ____?

I've run into a bit of an issue because I refuse to play a class that's not going to kick ass (new player, but I seriously like the combat) but I'm attached to the idea of playing a midget (being 6'3" in real life, I feel like it's going to lead to some funny s%$%) and every thread I've read so far has been shoving cavaliers down my throat.

Mounted classes of any sort aren't really sparking any good feelings from me flavorwise, but if they're REALLY that good, I could be persuaded. Unchained summoner (PFS) looks moderately appealing, although I really want to play a more martial class. Oracle could be fun but we've already got one. Ideally, I'd prefer to play some kind of martial class that could keep up with our pally/warpriest in the thick of things, but that feels like a stretch. I'd also be open to a ranged build.

I'm a new player so whatever class you suggest, as much detail as possible would be loved and appreciated. Thanks in advance sunshine biscuits <3

Cliffs;
- Current party comp is oracle/wizard/warpriest/paladin/monk.
- Want to play a halfling because reasons, but I'm an obsessive minmaxer and don't want the rest of the party walking all over me so I'm not interested in playing any "fun" classes that won't be able to keep up.
- Not overtly interested in playing a magic user of any kind, although I could be persuaded. Ideally I want to play more of a sticks & stones sort.


Hoping I've missed something obvious.

Since weapon cords got errata-d out, there don't appear to be any easy workarounds now. So, as far as options, there's...

- Alchemist dip, grow third arm (Already multiclassing into inquisitor and I don't want to delay Bane more, plus...I just don't like the mental picture)
- Witch dip for prehensile hair (looking at this strongly since it's just one level, but the mental image of a ten foot beard hair reloading my guns is only slightly better than the third limb)
- Two level dip into bard (juggler) which is more appealing from a flavor standpoint.
- Gloves of storing. Problem is this isn't a low level fix.
- Dropping a long list of useless feats into gun twirling. Pretty much ruled this out.

Any other options I'm overlooking? None of these look GOOD, I'm just trying to figure out the lesser of several evils while hoping I've missed some new fix.


PFS rules. Likely won't go past level 10-12, and I've heard archers don't really take off until mid-high levels.

How would these two stack up against each other? Currently looking at musket master 1/inquisitor x but if dex to damage is worth the extra four levels I'm open to arguments for it.