| Revolving Door Alternate |
A friend and I will be starting new PFS characters. We will only run these when we are both playing at the same table. So we decided to make use of the teamwork feats. I will be an inquisitor (with a familiar) and he will be a hunter from the ACG playtest. My inquisitor can act as if those around me have the same teamwork feats (and I will give one or 2 of the same to my familiar). His hunter grants teamwork feats to his animal companion. We will both be taking all (or at least most) of the same teamwork feats.
If you are interested, the thread discussing the his character build is over HERE.
We are not going to be nice people (but PFS doesn’t let you play evil). So this will be a couple of very mercenary characters. We are hired to hunt for something or someone and retrieve it for the boss. The job is important. We took the job, we will do the job. Whatever it takes.
Race: Tiefling of the Oni-Spawn heritage (+2 str and wisdom, -2 cha, alter self SLA
Alternate Racial Traits: prehensile tail(don’t lose anything to take this since not a sorcerer) , Maw (d6 bite lose SLA), and ???
Alignment: Lawful Neutral
Faction: Cheliax
Class: Hunter (ACG)
Ability Scores: Str: 16(14+2), Dex: 14, Con: 12, Int: 12, Wis: 18(16+2), Cha: 5(7-2)
Archtype: none (is possession a common enough occurrence in PFS to make the exorcist while?)
Primary Roles: scout and trap removal
Secondary Roles: missile fire, melee, monster knowledge
Deity: ???
Domain/Inquisition: ???
Traits: Cheliax, Soul Drinker (temp hp from slain foe) and ??? (is there a trait that makes disable device a class skill?)
Skills: stealth, perception, disable device, acrobatics, climb, bluff, survival, UMD, and the 5 monster knowledge.
1: skill focus knowledge local
3: eldritch heritage arcane (bond is familiar monkey), bonus teamwork feat (lookout & monkey will also take this)
5: improved familiar (fiendish monkey)
6: bonus teamwork feat (stealth synergy)
7: fiend sight (darkvision 120’)
9: switch familiar to an imp (lookout and stealth synergy), armor of the pit or evolved familiar, bonus teamwork feat (shake it off)
11: fiend sight (see in darkness universal monster ability)
12: bonus teamwork feat (allied caster)
Spells I want to get
0: sift, detect magic, disrupt undead
1: ear piercing scream (almost nothing resist sonic), hide from undead, disguise self, divine favor
2: howling agony, weapon of awe
3: litany of entanglement, heroism, bite the hand (are summoned creatures common enough in PFS for this to be good?)
Stuff in bold is pretty much set in stone. The rest is open to suggestion.
Have you ever realized that if you have 4 people with Stealth Synergy trying to sneak at the same time, that is an average bonus of +6 on the check. Your max possible never increases, but the odds of getting stuck with a low number roll dramatically decrease. This feat really makes a sneaky team possible.
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I'm not sure you can take Improved Familiar if you're getting it through Eldritch Heritage, because you don't have arcane spellcaster levels.
Since you don't have Trapfinding, you won't be able to disable magical traps; traps are rare enough as it is, so you may not get to use Disable Device that often.
18 Wis is a bit overkill. You could tone that down to 16, and have enough points to shore up your Con, Int, or Cha (Charisma drain does happen!).
It looks like you want a LOT of skills, but you're only getting 7 skill ranks/level. You should probably trip that list (Bluff and UMD with 5 Cha?), and/or bump up your Int another notch.
That said, things like the Conversion inquisition and Heretic and Infiltrator archetypes let you add your Wis (or replace Cha with Wis) for some skills like Bluff, Diplomacy, and Stealth. And there is a trait to make UMD a class skill (Dangerously Curious), as well as traits like Student of Philosophy and Clever Wordplay that let you use Int instead of Cha for some skills.
Summoned creatures do come up some in PFS. It's not a bad idea to be prepared for it.
| Revolving Door Alternate |
Eldritch Heritage requires 13 Charisma.
DOH! yup, forgot that. I will adjust.
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When I started working on the character, I was planning on the monkey domain to get the familiar. But it has been kinda decided that the druidic animal and terrain domains might not be allowable in PFS. So some GM's would end up not letting me play the character. When I used the fall back of the eldritch heritage, I forgot to adjust the abilities.
Let's consider these.
Ability Scores: Str: 17(15+2), Dex: 12, Con: 12, Int: 12, Wis: 14(12+2), Cha: 14(16-2)
| Revolving Door Alternate |
With the favored class bonus into skills, that will give me 8 skill points each level. Some of those do not need to kept at maximum. For instance the 2 monster knowledges that my hunter partner will have will only get 1 rank from me. The hunter will also have survival, so I won't put too many ranks in that. UMD I will probably just get high enough to reliably use a wand until higher levels.
I'm not sure how high I want to get bluff, climb, acrobatics, and swim.
So the only ones I will really be trying to keep at max are stealth, perception, and disable device.
I like the doubled fiend sight to get see in darkness. But I'm not sure it is worth it. So many PFS parties include humans that will need a nice bright light source that I'm not sure it will be worth it. Might drop those for outflank and precise strike.
Inquisitor doesn't have a good melee weapon. The deities that have a good melee weapon and make sense for my build don't have interesting domain powers. Maybe I should just switch the str and dex and try to stay out of melee.
| Revolving Door Alternate |
Race: Tiefling of the Oni-Spawn heritage (+2 str and wisdom, -2 cha, alter self SLA
Alternate Racial Traits: prehensile tail(don’t lose anything to take this since not a sorcerer) , Maw (d6 bite lose SLA), and ???
Alignment: Lawful Neutral
Faction: Cheliax
Class: Inquisitor (though I have concisdered 2 levels of rogue for evasion, magical trapfinding, and trap spotter)
Ability Scores: Str: 17(15+2), Dex: 12, Con: 12, Int: 12, Wis: 14(12+2), Cha: 14(16-2)
Archtype: none (is possession a common enough occurrence in PFS to make the exorcist while?)
Primary Roles: scout and trap removal
Secondary Roles: missile fire, melee, monster knowledge
Deity: ???
Domain/Inquisition: ???
Traits: Cheliax, Soul Drinker (temp hp from slain foe) and ??? (is there a trait that makes disable device a class skill?)
Skills: stealth, perception, disable device, acrobatics, climb, bluff, survival, UMD, and the 5 monster knowledge. Knowldege nature and survival will be kept minimal
1: skill focus knowledge local
3: eldritch heritage arcane (bond is familiar monkey), bonus teamwork feat (lookout & monkey will also take this)
5: improved familiar (fiendish monkey)
6: bonus teamwork feat (stealth synergy)
7: fiend sight (darkvision 120’)
9: switch familiar to an imp (lookout and stealth synergy), armor of the pit or evolved familiar, bonus teamwork feat (shake it off)
11: fiend sight (see in darkness universal monster ability)
12: bonus teamwork feat (allied caster)
Spells I want to get
0: sift, detect magic, disrupt undead
1: ear piercing scream (almost nothing resist sonic), hide from undead, disguise self, divine favor
2: howling agony, weapon of awe
3: litany of entanglement, heroism, bite the hand (are summoned creatures common enough in PFS for this to be good?)
Stuff in bold is pretty much set in stone. The rest is open to suggestion.
Thinking about giving up the doubled fiend sight to get see in darkness. So many PFS parties include humans that will need a nice bright light source that I'm not sure it will be worth it. Might drop those for outflank and precise strike.
Inquisitor doesn't have a good melee weapon. The deities that have a good melee weapon and make sense for my build don't have interesting domain powers. Maybe I should just switch the str and dex and try to stay out of melee.