Kyle Baird |
1st Level. I'm looking for a type of character who is mediocre at low levels, then goes insane at mid levels, then make-your-GM's-head-explode at high levels.
Don't forget there are 5 other players at the table and the GM is volunteering their time and everyone deserve to have just as much fun as you. If head exploding is fun for them, great. If it's not, you may want to consider how you use your head-exploder in this social game of ours.
David Bowles |
I think that having NPCs exploded is something that most GMs should be comfortably numb about. Most PFS NPCs just aren't that threatening to any PC group that is paying attention. The job of GM in PFS is a bit like volunteering to be a bobo doll. Expect to get spanked.
On the other hand, your fellow players may not appreciate 4-5 hours of not contributing. I know I don't.
WalterGM RPG Superstar Season 9 Top 8 |
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Tsiron Ragmar wrote:1st Level. I'm looking for a type of character who is mediocre at low levels, then goes insane at mid levels, then make-your-GM's-head-explode at high levels.Don't forget there are 5 other players at the table and the GM is volunteering their time and everyone deserve to have just as much fun as you. If head exploding is fun for them, great. If it's not, you may want to consider how you use your head-exploder in this social game of ours.
Says the cleric with the highest kill count in our Way of the Wicked game.
What was that, like a thousand crows?
Mattastrophic |
Hmm, I've been slinging Rogue builds around quite a bit lately. I wonder if I can make this work...
Human Rogue
10 Str
16+2 Dex
14 Con
14 Int
8 Wis
12 Cha
1: Improved Initiative, Combat Expertise - start with Weapon Finesse at character creation, then swap into Combat Expertise upon hitting 2nd level.
Rog2: Finesse Rogue: Weapon Finesse
3: Improved Feint (or Improved Trip if your parties act like a party and know what flanking is)
Rog4: Weapon Training (chosen weapon)
5: Improved Trip (or Improved Disarm if you're in cool parties, or Iron Will if you rush forward and get targeted a lot)
Rog6: Trap Spotter or maybe Fast Stealth
7: Combat Reflexes
Rog8: Combat Trick: Greater Trip
9: Two-Weapon Fighting
Rog10: Opportunist
11: Improved Two-Weapon Fighting
That wouldn't be too bad. Just avoid tables with super-powered characters and you'll have a good time.
-Matt
pipedreamsam |
Vrog Skyreaver |
for a pure core rulebook build, I'd probably play something like the following:
Race: Human
Class: Bard 1
STR: 14
DEX: 14
CON: 14
INT: 10
WIS: 10
CHA: 16
HP: 11 (max for first level +2 con, +1 favored class)
AC: 18 (4 armor, 2 shield, 2 dex) Touch 12 Flat-Footed 16
BAB: 0
Init: +2
Fort: +2
Ref: +4
Will: +2
Speed: 30'
Skills:
Perform (Oratory, act, dance, percussion) Rank 1 +7
Linguistics Rank 1 +4
Spellcraft Rank 1 +4
Perception Rank 1 +4
Feats: Weapon proficiency (Heavy Spiked Shield), Improved Shield Bash
Class Features: Bardic Knowledge (+1), Bardic Performance (Countersong, Distraction, Fascinate, Inspire Courage +1), Cantrips
Spells:
0: Detect Magic, Prestidigitation, Light, Message
1: Cure Light Wounds, Detect Secret Doors
Gear: Chain Shirt, Heavy Spiked Shield, Spell Comp. Pouch, Adventurer's Kit.
Shield (w/bard song): +2 (+3) to hit; 1d6+2 (+3) damage; x2 crit.
Create Mr. Pitt |
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Wizard conjuration subschool, teleportation subclass. Free teleports, effective spells (SR or no).
At early levels color spray is sufficient with enough INT to be very effective along w/grease. Eventually summon monster, create pit, web, aqueous orb, stinking cloud, and black tentacles.
Mirror image and mage armor, eventually invisibility and fly.
Hard to beat the abilities and flexibility here.
Michael Sayre Design Manager |
andreww |
OK, CRB only. Level 1 Human Fey Sorcerer.
Start with a Charisma 20.
Feats: Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Have Daze as one of your level 0 spells known. DC is 19. Will is routinely a low save at low levels. Average low save for CR1 is 1. By CR3 it moves to 3. Enjoy daze locking an opponent every fight without expending any resources.
Put a rank into handle animal and buy a cheap pet to eat the target of your daze lock.
IrishWonda |
OK, CRB only. Level 1 Human Fey Sorcerer.
Start with a Charisma 20.
Feats: Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Have Daze as one of your level 0 spells known. DC is 19. Will is routinely a low save at low levels. Average low save for CR1 is 1. By CR3 it moves to 3. Enjoy daze locking an opponent every fight without expending any resources.
Put a rank into handle animal and buy a cheap pet to eat the target of your daze lock.
Yep. I know you said CRB only but if APG and ARG get thrown it make them a Kitsune and take the +1/4 DC check as your favored level bonus and the Fey Sorcerer is hard to beat.
EntrerisShadow |
Daze doesn't prevent you from defending yourself, so a 20 AC guy is still a 20 AC guy.
True, but you've got a whole round of the rest of the party doing . . . well, whatever, to take care of that.
I used a very similar Fey Human Sorcerer build to wreck the first 5 levels of a campaign. Now, Level 5 on you'd better have some new tricks up your sleeve, but I was practically invincible the first few sessions.
Dark Katydid |
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I challenge you to make your MOST BORKEN BUILD for PFS
Traits: Patient Calm, Black Powder Fortune
1 Skill Focus (Profession: baker), Cosmopolitan
3 Skill Focus (Profession: brewer)
5 Skill Focus (Profession: butcher)
7 Skill Focus (Profession: cook)
9 Skill Focus (Perform: sing)
11 Skill Focus (Perform: percussion instruments)
13 Prodigy (Profession: baker; Profession: brewer)
15 Prodigy (Profession: butcher; Profession: cook)
17 Prodigy (Perform: sing; Perform: percussion instruments)
19 Antagonize
Basically this guy.
Tacticslion |
Tsiron Ragmar wrote:I challenge you to make your MOST BORKEN BUILD for PFS** spoiler omitted **
Your link attempts to send me somewhere on the Paizo site (https://secure.paizo.com/cgi-bin/WebObjects/Store.woa/wa/DirectAction/www. youtube.com/watch?v=zS2qNc188Ps) instead of actually to YouTube - I figured out which video you wanted by way of mostly just typing out the last part while hovering over the link. But yeah, great character! :D
gnoams |
5 levels of any class/3 levels of shadowdancer.
Pfs does not take in to account any of the super powers players start getting mid levels. If you do anything other than walk through the front door you break a lot of scenarios. Third level shadowdancer gets a shadow that can walk through walls and is invincible vs anything without a magic weapon or damaging spells. Just using it to scout ahead makes steam come out of some GM's ears
Vrog Skyreaver |
the problem with that philosophy is that you're sending off your shadow alone with no support and it doesn't get any better. It's got a 15 AC and 19 HP. You should assume that almost everything that you fight in the 5-9 or 7-11 range has magic weapons or magic, and even taking half damage the shadow isn't long for this world. Then it's fort save or permanent negative level, and you're out your shadow for at least this adventure, with no idea what happened.
Tacticslion |
Do many PFS foes of 8th level or higher have a higher than +8 Stealth or a higher than +8 Perception? Obviously some do (being a class skill, it would normally be +11 plus modifier), but I would generally presume it's not that common. EDIT: As I don't play PFS, I'm not claiming to be an expert on it, here. I'm actually asking in the first part, and explaining my presumption in the second. Also worth noting is that the shadow can almost always have cover or concealment by phasing into the floor/ceiling/whatever.
Also, it has hp equal to half yours, not the normal shadow hp. If you're curious, that's 4.5*3+<?>*5 = 13.5+ 5 (at minimum; probably more - presuming d6, 17.5) = 18.5/2 = 9 hp at minimum, (but likely more than that; probably 15.5 or, presuming rogue/d8 18 when you get it). It also uses the shadowdancer's base attacks and saves instead of its own. The other difference is that it has a +4 to channel resist and cannot be turned or commanded.
Thus it does improve in some categories. Also, you can cast spells on it.
But it is risky - for sure.
Vrog Skyreaver |
PFS has a standardized HP setup, so a rogue 5/shadowdancer 3 would have 43 HP not including con, toughness, or favored class.
And yes, I would say there is usually at least one creature per combat that has at perception higher than 8 on average. even with a character who has favored class for rogue and toughness with a 14 con, the shadow would only have 35 hp. that's two magic missiles on average from a 9th level caster.
Tacticslion |
Cool. Good to know - as I said, since I don't play PFS, I didn't know those rules specifically, but I was mentioning that the shadow does, at least, improve. But 35 hp is a lot compared to 18 or even the standard 19! Also, if the shadow does get caught, it has initiative and the option (and probably choice of) simply leaving. As I said: it's definitely risky (you're correct), but it also makes a lot of sense that it could definitely work out well for the shadow, too.
*enters the ground and float away from this discussion* :)
gnoams |
It's only risky if you do risky things with it. If its just going along poking its head through walls to see what's on the other side, there's not much risk to it. And while every fight with a humanoid you can expect they have magic weapons, there's almost always at least one fight with a monster (animal, plant, magic beast, ooze, aberation etc) that has no means of hurting it.)