A Challenge! Worst archetypes ever for a PFS party!


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5/5

Could we have some updates considering these fine heroes' adventures? Maybe a blog that has a huge spoiler tag?


Try a Wild Rager Barbarian - every time he kills something there's a better than average chance he turns on his own party.

3/5

Here is a stab at a build for the dwarf scrollmaster/prophet. He hails from the Five King Mountains and Druma. At first level, he has a bit of melee capability; at higher levels he should summon, I think. Just stick with one level of Prophet; the class really is that terrible.

Dwarf scrollmaster future prophet build:

Tafur Silverking
Male Dwarf earth 1 Archetypes Scrollmaster,
LN Medium humanoid (dwarf)
Init +0, Senses darkvision (60 ft.); Perception +0
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DEFENSE
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AC 11, touch 10, flat-footed 11 (+1 shield)
hp 9 ((1d6)+3)
Fort +2, Ref +0, Will +2, +3 vs. poison, +5 vs. spells, and spell-like abilities

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OFFENSE
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Speed 20 ft.
Melee battleaxe +2 (1d8+3/x3)
Melee club +2 (1d6+3)
Ranged club (thrown) +0 (1d6)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +0 (1d4/19-20)
Melee heavy pick +2 (1d6+3/x4)
Melee scroll blade +2 (1d6+2/19-20)

Prepared Spells
Wizard (CL 1st; concentration +4)
1st-enlarge person(DC 14), grease(DC 15), mage armor(DC 15)
0th-acid splash, detect magic, mending(DC 13)

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TACTICS
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STATISTICS
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Str 14, Dex 10, Con 14, Int 16, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 12 (16 vs bullrush) (16 vs trip)
Feats Spell Focus (Conjuration), Steel Soul
Skills Knowledge (Arcana) +7, Knowledge (Local) +7, Profession (Merchant) +4, Sense Motive +1, Spellcraft +7,
Traits Glory of Old, Magical Knack (Wizard)
Languages Common, Dwarven, Giant, Goblin, Terran
SQ acid cloud, air opposition school, cantrips, darkvision, defensive training, earth school, earth supremacy, greed, hardy, hatred, scroll blade, scroll shield, stability, steady, stonesinger, weapon and armor proficiency, weapon familiarity,
Combat Gear rations (trail/per day) (5), torch (10),
Other Gear battleaxe, outfit (cold-weather), sling bullets (10) (2), bullet, sling, pouch (belt), club, dagger, heavy pick, backpack, bedroll, waterskin, flint and steel, ink (1 oz. vial), inkpen, pot (iron), mess kit, soap (per lb.), spell component pouch, scroll blade, scroll shield, 33.79 gp
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SPECIAL ABILITIES
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Acid Cloud (Su) As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6+0 points of acid damage to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save DC 13 negates the sickened effect and halves the damage. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability 6 times per day.

Air Opposition School You have chosen air spells as an opposition school.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Earth School The earth elementalist draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes.

Earth Supremacy (Su) You gain a +2 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.

Glory of Old In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Magical Knack (Wizard) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Scroll Blade (Su) You can wield any paper, parchment, or cloth scroll as if it were a melee weapon.

Scroll Shield (Su) You can wield any paper, parchment, or cloth scroll as if it were a light wooden shield.

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonesinger (Ex) Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability.

Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

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Wizard's Tome
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Wizard Spells
1st -color spray, enlarge person, feather fall, grease, hold portal, mage armor
0th -acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener's chant, spark, touch of fatigue

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