Salvaging one of my first PFS Characters


Advice


Recently I have learned the value in PFS of looking down the road and pre planning a little. Especially in terms of meeting prereqs for feats and some optimization. Optimization is nice so your character doesn't become irrelevant, but sometimes I feel it gets in the way of a fun character idea.

One of, or maybe even, the first PFS character I made is now level 3 and, like I said, only recently discovered this pre planning concept. So I'm curious to see feedback on what I currently have and if my planned attempts to salvage it are worth it or if I should just hit the reset button.

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Current Character
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Half Orc Bloodrager 3(Elemental - Air)
AC 16 (14 raging) Touch 10, Flatfoot 16 (+6 Armor)
HP 24/30
Fort +5, Ref +1, Will +3

Speed 40 ft.
Melee Power Attack +6 (1d12+5/x3,S)/ +7(1d12+11/x3,s)*
.......Mwk Great Axe +7 (1d12+6/x3,S)
.......Cestus +7 (1d4+4/19-20/x2, B,P)
*reckless rage

Ranged Light Crossbow (1d8/19-20/x2 - 80ft)

Str 18 (+4)
Dex 10 (+0)
Con 14 (+2)
Int 10 (+0)
Wis 12 (+1)
Cha 13 (+2)
Base Atk +3; CMB +7; CMD 17

Feats - Power Attack, Reckless Rage,
Traits - Brute, Legacy of Sand

Skills:
Intimidate* +9
Craft (Weapon)* +4
Perception* +8
Knowledge (Arcana)*+5
Knowledge (Local) +2
Acrobatics +4
Spellcraft* +4
Survival* +5

Combat Gear - Breastplate, Mwk Great Axe, Light Crossbow (20 bolts)
Other Gear - Wand of Mage Armor (50c), Wand of Infernal healing (50c) Common Clothes, Bedroll, Backpack, waterskin,

special abilities - intimidating, bestial, weapon familiarity, darkvision, orc blood, fast movement, uncanny dodge, blood sancutary

bloodline powers - elemental strikes

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thoughts to move forward
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l4: attr - CON, Blood casting, bloodline power - energy resistance 10 electricity, eschew materials, +2 rage rounds
l5: feat - raging vitality?, Improved uncanny dodge, +2 rage rounds
l6: Bloodline feat - weapon focus? , +2 rage rounds
l7: feat - Cornugun Smash?, Bloodline spell - burning/electric hands, damage reduction 1/—, +2 rage rounds
l8: attribute - CHA, Bloodline power - elemental movement (fly 60'), +2 rage rounds
l9: feat - ?, Bloodline feat -lightning reflexes??, +2 rage rounds
l10: Bloodline spell - scorching/electric ray, damage reduction 2/—, +2 rage rounds
l11: feat - arcane strike? , Greater bloodrage, +2 rage rounds

This is where I would mainly like the input as the current character can't be tweaked. Is this still a viable character to work from. Looking at making him an intimidating destroyer.

Thanks again in advance.


You probably want Intimidating Prowess if you want to really stack intimidate.

"Intimidating destroyer" isn't really a difficult or feat-intensive thing to do, so unless there's some other plan to be/do something else as well, you're pretty much set.


Everything you laid down looks good.

I'd take Imp. Critical at level 9.

Grand Lodge

You're looking pretty sweet, honestly.

Quick check on your stats, should charisma be +1 bonus for 13, rather than +2?


BadBird wrote:

You probably want Intimidating Prowess if you want to really stack intimidate.

"Intimidating destroyer" isn't really a difficult or feat-intensive thing to do, so unless there's some other plan to be/do something else as well, you're pretty much set.

Secret Wizard wrote:


I'd take Imp. Critical at level 9.

If I wanted to fit both of these in yet, where would you suggest doing that?

Zedorland wrote:


You're looking pretty sweet, honestly.

Quick check on your stats, should charisma be +1 bonus for 13, rather than +2?

Thanks! and you are absolutely correct!


I don't think Intimidating Prowess is very useful to start with.


Secret Wizard wrote:
I don't think Intimidating Prowess is very useful to start with.

due tell more...


Actually after doing some math it's not that bad.

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