| Jesko Blanke |
Hi Guys,
1. sorry for my bad english ;)
my investigator lvl 10, 98 hp, 35 ac dead last round. we play Serpent's Skull.
I'm afraid but i'm the only melee in my group so my "new" char have to be a one as well.
My new stats are 17/17/14/8/8/7. My gold wealth is 100gp. (DM let me lost all my stuff).
DM hate heavy armor and let us take heavy climb and swim checks.
so can anyone help me with an advice for an new char?
i thought about a barbarian or a druid... but it has to be tanky...
thanks in advance
| DM_Blake |
No, you don't HAVE to play a melee class. Groups can work fine without any melee character at all.
If you insist, then push back and insist that your GM lets you start with a fair amount of GP. At least the same amount your investigator had. Why? Spellcasters can be just fine if they don't have much gear - they can still cast good spells and be useful. Melee characters with no gear are worthless. Especially at 10th level.
If you start a 10th level melee character of ANY class but only have 100gp (crappy armor and a normal weapon at 10th level!!!) it's pure suicide. Even a FIRST LEVEL fighter starts with more gold than that.
I repeat. Don't do it!
(unless your GM plans to let you find a WHOLE lot of gear in the first hour of play).
Assuming your GM lets you have reasonable gear, go with the barbarian. Fun to play and they're a pretty decent melee class. One of the best.
| Secret Wizard |
With those stats, I think you should avoid Druid (because it needs high STR/CON/WIS and good DEX, and you only have 3 good stats).
You could go Barbarian, they can roll with those stats.
Probably go something like
STR 17 DEX 17 CON 14 INT 8 WIS 8 CHA 7
Any race without a penalty to STR/DEX/CON/WIS works. Dwarf, Half Orc, Human, Half-Elf, etc. Elf, Gnome, Halfling don't.
I recommend you go with Unchained Barbarian because it works better usually. Tack in the Invulnerable Rager archetype because it's usually pretty great.
| Jesko Blanke |
its a waste of time talk to my dm... we can find the items from the investigator in the dungeon he dead. but if i am need other stuff (maybe a +2 str belt instead of the +2 vit belt from the investigator) i have to sell the old one and buy new one. its my 3. char now. so i have around 70% of money i should have and after this maybe 50%... but is i said, waste of time talking to the dm.
anyone have a good build. i need a straight line because i don't have much money to spend ;)
| DM_Blake |
its a waste of time talk to my dm...
Then find a new GM.
Seriously.
I'm not even being sarcastic or flip or anything but dead serious.
It's not a GM's job to make players unhappy. It's not a GM's job to screw with players. It's not a GM's job to punish players.
Just based on the little you've said, this is not a GM who should be a GM. If it's really as bad as you say, then walk away and find a GM who knows how to be a GM.
Seriously.
If he's going to force you to play a worthless character who will immediately die again (or spend all his time running and hiding to avoid death because he is useless), then he's doing everything wrong. And if it really is "a waste of time" to talk to him, then just leave.
Seriously.
I think that's really the best advice I can give you.
| Snowlilly |
Tiefling Bladebound Kensai
7 .... str
17(20) dex +2 race +1 level
14 ... con
17(20) int +2 race +1 level
8 .... wis
7 .... cha
Spell Blending (Mage Armor, Protection from Evil)
Armor of the Pit
+3 Black Blade (rapier)
26 AC and a +5 keen weapon naked with zero wealth. AC goes to 30 with Shield. Add another 2 AC vs evil opponents.
Self buff with Cat's Grace until you find gear. Your AC is now 32/34 wearing only a loincloth and a smile.
+5 keen rapier +19/+19/+14 (1d6+18/15-20/x2) - assuming spell combat & arcane strike
Tack on extras as each encounter demands:
- Haste
- Mirror Image
- Elemental Body I
- Blur/Displacement
- Black Blade Strike
| DM_Blake |
So choose the first stat block (it's an 8-point-buy). Make a fighter. Put the scores in the order you listed them: 10/10/11/12/12/13. Be a gnome. Buy daggers and make sure you use TWF but don't take the TWF feat. Leather armor. Make sure every feat you take is a Skill Focus feat for skills you don't even put ranks in.
Charge into every battle (you'll probably only have one) until you die. You'll be about +4/+4/-1 to hit and if you hit you'll do 1d3-1 damage. You will accomplish nothing and probably die in the first fight.
Then ask him "There, satisfied?"
As you walk out the door and don't look back.
--- or ---
Just don't bother in the first place. Talk to him. Show him this thread. Ask him to be reasonable. If it really is a waste of time, thank him for the game and leave and don't go back.
| Snowlilly |
Unnamed Hero
Tiefling magus (bladebound, kensai) 10 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 26, touch 20, flat-footed 16 (+4 armor, +5 Dex, +5 dodge, +2 natural)
hp 83 (10d8+30)
Fort +9, Ref +8, Will +6
Defensive Abilities canny defense +5; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +16/+11 (1d6+10/18-20)
Special Attacks arcane pool (+3, 8 points), improved spell combat, magus arcana (spell blending [2 spells of lower level][UM]), spellstrike
Spell-Like Abilities (CL 10th; concentration +7)
. . 1/day—darkness
Magus (Bladebound, Kensai) Spells Prepared (CL 10th; concentration +15)
. . 4th—greater invisibility
. . 3rd—haste (2), monstrous physique I[UM]
. . 2nd—cat's grace (2), glitterdust (DC 17), mirror image
. . 1st—mage armor, protection from evil, shield (2), shocking grasp (2)
. . 0 (at will)—acid splash, arcane mark, open/close (DC 15), prestidigitation
--------------------
Statistics
--------------------
Str 7, Dex 20, Con 14, Int 20, Wis 8, Cha 5
Base Atk +7; CMB +5; CMD 25
Feats Arcane Strike, Armor Of The Pit[ARG], Fencing Grace, Intensified Spell[APG], Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits magical lineage, seeker
Skills Acrobatics +10, Bluff -1, Climb +6, Fly +13, Knowledge (arcana) +18, Knowledge (dungeoneering) +13, Knowledge (planes) +13, Perception +17, Sense Motive +1, Spellcraft +18, Stealth +7, Swim +6, Use Magic Device +10; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Infernal
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: unbreakable, chosen weapon, critical perfection +5, iaijutsu, perfect strike, prehensile tail
Other Gear masterwork backpack[APG], spell component pouch, spellbook, waterproof bag[UE], 29 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Pool +3 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Rapier) Kensai abilities only function when wielding a weapon of this type.
Critical Perfection +5 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Unnamed Hero
Male human (Garundi) summoner (unchained, synthesist) 10 (Pathfinder RPG Ultimate Magic 80, Pathfinder Unchained 25)
N Large humanoid (human)
Init +9; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 36, touch 12, flat-footed 33 (+4 armor, +3 Dex, +18 natural, +2 shield, -1 size)
hp 103 (10d8+50)
Fort +9, Ref +8, Will +10 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft., fly 40 ft. (average), fly 5 ft. (average)
Melee bite +14 (2d6+15), 2 claws +14 (1d6+11), 2 claws +14 (1d6+11)
Space 10 ft.; Reach 5 ft.
Summoner (Unchained) Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—summon monster V
Summoner (Unchained, Synthesist) Spells Known (CL 10th; concentration +14)
. . 4th (2/day)—greater evolution surge[APG] (DC 18), greater invisibility
. . 3rd (4/day)—dispel magic, haste, heroism, water breathing
. . 2nd (5/day)—barkskin, blur, resist energy, lesser restore eidolon[UM] (DC 16), see invisibility
. . 1st (6/day)—enlarge person (DC 15), mage armor, reduce person (DC 15), lesser rejuvenate eidolon[APG], shield
. . 0 (at will)—detect magic, light, mage hand, message, open/close (DC 14), read magic
--------------------
Statistics
--------------------
Str 27, Dex 16, Con 18, Int 18, Wis 10, Cha 18
Base Atk +7; CMB +16; CMD 29 (33 vs. trip)
Feats Arcane Strike, Extra Evolution[UM], Extra Evolution[UM], Flyby Attack, Improved Initiative, Improved Natural Attack (bite)
Traits blood of pharaohs, reactionary
Skills Acrobatics +6 (+10 to jump, +8 to balance), Fly +14, Handle Animal +8, Knowledge (arcana) +17, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Spellcraft +17, Stealth +2, Swim +13, Use Magic Device +17
Languages Aboleth, Ancient Osiriani, Common, Hallit, Kelish, Osiriani, Thassilonian, Undercommon, Varisian
SQ devotion, eidolon (unchained), fused eidolon, fused link, maker's jump, shielded meld
Other Gear masterwork backpack[APG], spell component pouch, 45 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (40 feet, Average) You can fly!
Flight (5 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Maker's Jump (1/day) (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this abi
Pounce (Ex) You can make a full attack after a charge.
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.
At 12th level, whenever the synthesist is fused wit
Summon Monster V (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Either build can function without gear.
Both are show with only Mage Armor active.
I fluffed the synthesist as a six legged dragon, with the front set of legs anthromorphic.