AsmodeusUltima
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I like building characters in my spare time. That is not to say that I am actually all that good at it. I know mounts can be difficult to manage, but I had some concepts I wanted to build and now I would like my fellow Pathfinder players to take a look at them and let me know if I've fallen into any traps. Don't need to win any DPR Olympics here, just give me you opinion on if they seem competent enough to survive. I look forward to the feedback, thank you! :D
Hsanmoro the Ravager
Male nagaji barbarian (unchained, mounted fury, superstitious) 9/mammoth rider 3
CN Medium humanoid (reptilian)
Init +4; Senses low-light vision; Perception +17
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Defense
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AC 24, touch 11, flat-footed 23 (+10 armor, +2 deflection, +1 Dex, +3 natural, -2 untyped penalty)
hp 137 (12d12+48)
Fort +13, Ref +8, Will +11; +2 vs. mind-affecting effects and poison, +4 competence bonus vs. spells and spell-like abilities but must resist all spells, even allies'
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Offense
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Speed 30 ft.
Melee +2 furious adamantine nodachi +22/+17/+12 (1d10+34/18-20)
Ranged shortbow +13/+8/+3 (1d6/×3)
Special Attacks rage (25 rounds/day), rage powers (ferocious mount, greater ferocious mount], powerful stance +4, superstition +4)
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Statistics
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Str 27, Dex 12, Con 14, Int 8, Wis 10, Cha 9
Base Atk +12; CMB +18; CMD 31
Feats Boon Companion, Iron Will, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Trample
Traits berserker of the society, dinosaur whisperer
Skills Handle Animal +14 (+16 vs. reptiles), Perception +17, Ride +21, Survival +12 (+13 vs. dinosaurs); Racial Modifiers +2 Handle Animal racial bonus vs. reptiles, +2 Perception
Languages Common, Draconic
SQ bestial mount, colossus hunter, fast rider, rapid straddle, resistant, serpent's sense, sixth sense, wild empathy +2
Combat Gear headband of havoc; Other Gear +4 comfort mithral mountain pattern armor, +2 furious adamantine nodachi, arrows (20), shortbow, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +3, ring of protection +2, simple banner, 764 pp, 2 gp
Gurvan
Female triceratops (charger)
N Huge animal
Init +1; Senses low-light vision, scent; Perception +14
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Defense
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AC 27, touch 9, flat-footed 26 (+1 Dex, +18 natural, -2 size)
hp 85 (10d8+40)
Fort +10, Ref +8, Will +6; +4 competence bonus vs. spells and spell-like abilities while raging but must resist all spells, even allies'
Immune fatigue
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Offense
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Speed 30 ft.
Melee gore +15/+10 (3d6+23)
Space 15 ft.; Reach 10 ft.
Special Attacks powerful charge (4d6)
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Statistics
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Str 30, Dex 13, Con 17, Int 2, Wis 12, Cha 7
Base Atk +7; CMB +19 (+21 overrun); CMD 30 (36 vs. overrun, 34 vs. trip)
Feats Charge Through, Improved Overrun, Iron Will, Power Attack, Toughness
Tricks Attack, Attack, Attack, Attack Any Target, Combat Riding, Combat Riding, Come, Come, Defend, Defend, Down, Down, Exclusive, Guard, Guard, Heel, Heel, Maneuver (Overrun), Menace, Work
Skills Perception +14
SQ attack any target, barding training, combat riding, exclusive, indefatigable, maneuver, menace, work
Other Gear war saddle, bit and bridle, blanket, feed (per day) (2), riding saddle, saddlebags
Isolde Ulfricsdottir
Female halfling vigilante (mounted fury) 12
NG Small humanoid (halfling)
Init +7; Senses Perception +17
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Defense
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AC 30, touch 18, flat-footed 25 (+10 armor, +2 deflection, +5 Dex, +2 natural, +1 size)
hp 99 (12d8+36)
Fort +10, Ref +16, Will +11; +2 vs. fear
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Offense
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Speed 20 ft.
Melee +3 lance +19/+14 (1d6+15/x3) or
. . +3 lance +17/+12 (1d6+15/x3) and +17 (1d4+13/x2)
Ranged mwk composite longbow +16/+11 (1d6+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 lance)
Special Attacks mighty charge
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Statistics
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Str 18, Dex 20, Con 14, Int 10, Wis 10, Cha 10
Base Atk +9; CMB +12; CMD 29
Feats Blind-fight, Improved Blind-fight[APG], Mounted Combat, Ride-by Attack, Spear Dancing Reach, Spear Dancing Spiral, Spear Dancing Style, Spirited Charge, Two-weapon Fighting, Weapon Finesse, Weapon Focus (lance), Weapon Specialization (lance)
Traits life of toil, reactionary
Skills Acrobatics +19 (+15 to jump), Diplomacy +19, Disguise +0 (+20 to appear as part of polite society while in your social identity), Handle Animal +19, Perception +17, Ride +19, Sense Motive +6, Stealth +23; Racial Modifiers +2 Perception, +2 Sense Motive
Languages Common, Halfling
SQ frightening appearance, furious charge, mount, seamless guise, social grace, social grace, social grace, social talents (discrete inquiries, gossip collector, many guises, mockingbird, safe house, social grace), startling appearance, thorough change, unshakable, vigilante talents (combat skill, lethal grace, signature weapon, strike the unseen)
Combat Gear knight's pennon of battle; Other Gear +4 mithral breastplate, +3 lance, arrows (20), dagger, handaxe, handaxe, mwk composite longbow (+4 Str), amulet of natural armor +2, belt of physical might +2 (Str, Dex), cloak of resistance +3, handy haversack, ring of protection +2, belt pouch, blanket, torch (10), trail rations (5), waterskin, 1,115 pp, 3 gp
Wagetta
Female wolf (racer)
N Medium animal
Init +5; Senses low-light vision, scent; Perception +7
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Defense
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AC 27, touch 15, flat-footed 22 (+5 Dex, +12 natural)
hp 95 (10d8+50)
Fort +13, Ref +14, Will +8 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 60 ft.; sprint
Melee bite +14/+9 (1d6+9 plus trip)
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Statistics
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Str 22, Dex 21, Con 18, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +13; CMD 28 (32 vs. trip)
Feats Combat Reflexes, Iron Will, Nimble Moves, Toughness, Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Exclusive, Flank, Guard, Heel, Sneak
Skills Acrobatics +5 (+17 to jump), Perception +7, Stealth +15; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding, devotion, exclusive, flank, multiattack / extra attack, sneak
Other Gear amulet of natural armor +2, belt of giant strength +2, cloak of resistance +2, bit and bridle, blanket, riding saddle, saddlebags
Torin Lightbringer
Male angel-blooded aasimar (angelkin) battle herald 4/bard (arcane duelist) 1/cavalier 4/paladin (shining knight) 3
LG Medium humanoid (human)
Init +1; Senses Perception -2
Aura courage (10 ft.)
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Defense
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AC 29, touch 12, flat-footed 28 (+12 armor, +1 deflection, +1 Dex, +5 shield)
hp 99 (12 HD; 1d8+11d10+24)
Fort +16, Ref +11, Will +11; +2 circumstance vs. blinded or dazzled, +2 Morale bonus when threatening the target of your challenge, +2 vs. death
Immune fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 holy cold iron longsword +17/+12/+7 (1d8+16/19-20 plus 2d6 vs. evil) or
. . +1 lance +17/+12/+7 (1d8+16/×3)
Ranged pilum +12 (1d8+9)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 lance)
Special Attacks banner +2, bardic performance 9 rounds/day (distraction, fascinate [DC 15], inspire courage +2, rallying cry), cavalier's charge, challenge 2/day (+4 damage, +2 to saves while threaten), demanding challenge, inspiring command: inspire greatness, smite evil 1/day (+5 attack and AC, +3 damage), tactician 2/day (Precise Strike, 7 rds)
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—halo
. . 1/day—alter self
Paladin Spell-Like Abilities (CL 3rd; concentration +8)
. . At will—detect evil
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +6)
. . 1st (3/day)—comprehend languages, unseen servant
. . 0 (at will)—detect magic, know direction, mending, prestidigitation
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Statistics
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Str 26, Dex 13, Con 14, Int 8, Wis 7, Cha 20
Base Atk +11; CMB +19; CMD 31
Feats Arcane Strike, Celestial Servant, Fey Foundling, Horse Master, Mounted Combat, Power Attack, Precise Strike, Ride-by Attack, Skill Focus (Handle Animal)
Traits beneficent touch, empyreal focus
Skills Acrobatics -5 (-9 to jump), Bluff +5 (+7 vs. creatures with whom you share a language), Diplomacy +20, Heal +0, Intimidate +13 (+15 vs. creatures with whom you share a language, +15 circumstance vs. evil creatures), Perform (oratory) +13, Profession (soldier) +3, Ride +16 (+20 to force this mount into an Unnatural Aura.); Racial Modifiers +2 Heal
Languages Common
SQ calling 4/day (+5), easy march, halo, inspiring command, inspiring commands (pincer maneuver, sound the charge), lay on hands 9/day (4d6), mercy (fatigued), mount (celestial horse (charger) named Excelsior), order of the star, scion of humanity, skilled rider, voice of authority
Combat Gear wayfinder, shining; Other Gear +3 hosteling full plate, chain shirt, +3 heavy steel shield, +1 holy cold iron longsword, +1 lance, pilum (4), belt of giant strength +4, bracers of the merciful knight, headband of alluring charisma +4, ring of protection +1, backpack, bedroll, belt pouch, canteen, chewing stick, crusader's cross, flint and steel, grappling hook, hammer, hemp rope (50 ft.), mess kit, mirror, piton (5), shield sconce, soap, sponge, torch (5), whetstone, wooden holy symbol of Ragathiel, 473 pp, 2 gp
Excelsior
Male celestial horse (charger)
N Large animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +14
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Defense
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AC 32, touch 12, flat-footed 29 (+8 armor, +2 Dex, +1 dodge, +12 natural, -1 size)
hp 95 (10d8+50)
Fort +11, Ref +10, Will +4 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion; DR 5/evil; Immune fatigue; Resist acid 10, cold 10, electricity 10; SR 16
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Offense
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Speed 50 ft.
Melee bite +12 (1d4+6), 2 hooves +10 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil
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Statistics
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Str 23, Dex 17, Con 18, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +14; CMD 28 (32 vs. trip)
Feats Dodge, Heavy Armor Proficiency, Medium Armor Proficiency, Toughness, Valiant Steed
Tricks Aid, Attack, Combat Riding, Come, Defend, Down, Exclusive, Flank, Guard, Heel, Throw Rider
Skills Acrobatics -1 (+7 to jump), Perception +14
SQ aid, barding training, combat riding, devotion, exclusive, flank, indefatigable, mounted challenge, multiattack / extra attack, throw rider
Other Gear mwk agile half-plate, bit and bridle, blanket, feed (per day) (2), riding saddle, saddlebags
Ziitabo Jancok Mati
Wayang alchemist (homunculist) 12
N Small humanoid (native, wayang)
Init +4; Senses darkvision 60 ft.; Perception +27
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Defense
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AC 29, touch 17, flat-footed 25 (+7 armor, +2 deflection, +4 Dex, +2 natural, +3 shield, +1 size)
hp 87 (12d8+24)
Fort +12, Ref +14, Will +7
Defensive Abilities fortification 25%
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Offense
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Speed 20 ft.
Melee dagger +10/+5 (1d3/19-20)
Ranged bomb +14/+14/+9 (6d6+7 Fire) or
. . confusion bomb +14/+14/+9 () or
. . frost bomb +14/+14/+9 (6d6+7 Cold) or
. . tanglefoot bomb +14/+14/+9 ()
Special Attacks bomb 21/day (6d6+7 fire, DC 23)
Alchemist (Homunculist) Extracts Prepared (CL 12th; concentration +19)
. . 4th—echolocation, freedom of movement, greater invisibility, stoneskin
. . 3rd—amplify elixir, channel vigor (2), displacement (2), gaseous form
. . 2nd—alchemical allocation (4), barkskin, false life, resist energy
. . 1st—cure light wounds (2), heightened awareness, reduce person (DC 18), shield (2), targeted bomb admixture
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Statistics
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Str 10, Dex 18, Con 14, Int 25, Wis 12, Cha 8
Base Atk +9; CMB +8; CMD 24
Feats Alertness, Extra Bombs, Mauler's Endurance, Mounted Archery, Mounted Combat, Point-Blank Shot, Rapid Shot, Splash Weapon Mastery, Throw Anything
Traits firebug, militia veteran (any town or village)
Skills Acrobatics +4 (+0 to jump), Craft (alchemy) +22 (+34 to create alchemical items), Disable Device +19, Fly +24, Knowledge (arcana) +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (nature) +22, Perception +27, Ride +20, Sense Motive +3, Sleight of Hand +19, Spellcraft +22, Stealth +10, Survival +16; Racial Modifiers +2 Perception, +2 Stealth
Languages Aklo, Common, Giant, Minkaian, Nagaji, Samsaran, Tengu, Tien, Wayang
SQ alchemy (alchemy crafting +12), battle form, bond forged in blood, damage reduction, discoveries (confusion bomb, fast bombs, frost bomb, infusion, precise bombs [7 squares], tanglefoot bomb, dissolution’s child, increased strength, scion of shadows, swift alchemy
Combat Gear poisoner's gloves, potion of cure serious wounds, potion of heroism; Other Gear +3 darkleaf cloth lamellar (leather) armor, +2 light fortification buckler, crossbow bolts (10), dagger, light crossbow, admixture vial, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +2, eyes of the eagle, formula alembic, headband of vast intelligence +4, ring of feather falling, ring of protection +2, alchemy crafting kit, backpack, bedroll, belt pouch, bombchucker, flint and steel, ink, inkpen, thieves' tools, waterskin, 308 pp, 1 gp, 1 sp
Bodho Iawa
Male bat (mauler) (Pathfinder RPG Bestiary 131)
N Medium magical beast (animal)
Init +0; Senses blindsense 20 ft., low-light vision; Perception +21
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Defense
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AC 26, touch 11, flat-footed 26 (+8 armor, +1 deflection, +7 natural)
hp 67 (1d8-2)
Fort +6, Ref +8, Will +6
DR 5/magic
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Offense
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Speed 5 ft., fly 40 ft. (good)
Melee bite +12 (1d8+4)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 16, Dex 11, Con 6, Int 6, Wis 14, Cha 5
Base Atk +9; CMB +12; CMD 23
Feats Extra Item Slot (shoulders)
Skills Acrobatics +0 (-12 to jump), Disable Device +10, Fly +19, Perception +21, Ride +12, Sleight of Hand +12, Spellcraft +10, Survival +14; Racial Modifiers +4 Perception
SQ battle form, bond forged in blood, improved evasion
Other Gear amulet of natural armor +1, +2 mithril breastplate, belt of giant strength +2, muleback cords, ring of protection +1, bit and bridle, blanket, exotic riding saddle, saddlebags
| Ten'shun the Tengu |
Regarding Hsanmoro and his triceratops
you don't have much feed for your mount, only 2 days worth. A triceratops is a big creature and it may be hard to forage for its food at times. Also, you may want to reallocate some of the characters wealth to equipping the triceratops with magic items.
I can see the intended combat strategy in the build, and like how it's distinct from the other builds you provided. On another note did you use herolab for this? Because it appears to have duplicated some of the animal tricks.
well, lunch is over again. I'll be back later to look at the halfling/wolf some more.
AsmodeusUltima
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Yes, I did utilize Hero Lab. Also I did not pay much attention to non-magical gear past level one; I'm sure in actual play I'd have more feed, rations, pitons, and the lot. Ditto with consumables.
What sort of equipment would you suggest for her? She already has a higher AC than her rider, and he has a better than even chance of boosting it with a Rie check. She probably doesn't need a further damage boost, though accuracy is always nice. Maybe improve saves even more?
And thank you for taking the time to provide feedback. I think you'll find each build quite distinct. :-)
| Neadenil Edam |
Yes, I did utilize Hero Lab. Also I did not pay much attention to non-magical gear past level one; I'm sure in actual play I'd have more feed, rations, pitons, and the lot. Ditto with consumables.
What sort of equipment would you suggest for her? She already has a higher AC than her rider, and he has a better than even chance of boosting it with a Rie check. She probably doesn't need a further damage boost, though accuracy is always nice. Maybe improve saves even more?
Some item the mount can carry that creates food (Cauldron of Plenty would work but expensive) or alternatively find a way for the mount to wear the equivalent of a ring of sustenance (EDIT Hand of Glory on neck slot with ring?).
| avr |
With that last you seem to have a fair bit invested in the mount but you're not getting much out of it that you wouldn't from a more personal form of flight. You can't buff it, it's not worth much in a fight, and you lost your mutagen for it.
Also with 4 alchemical allocations prepared I'd expect a whole bunch of potions and probably a handy haversack to store/retrieve them quickly.
AsmodeusUltima
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Good call on the potions; I had planned to do that, but didn't get around to sitting down to figure out which ones would be best. Since I'm forcing myself to work with PFS rules it narrows things down a bit.
As for the other, you are likely correct, but the gimmick isn't a flying grenadier, it's a bat-riding bombadier! That said, is there a better way to get the bat and bombs together? Perhaps use feats to gain a dire bat AC? And a discovery for Infusion in order to buff it? The idea is simply that the bat provides mobility while the alchemist drops bombs from above; it's not supposed to attack or anything, so any abilities should be purely defensive. Oh, and even on this build I realized I forgot to spend an evolution point, so I figure I can give it another +2 natural armor.
| avr |
It's not a level 12 solution but for the early part of your career you could just buy a trained dire bat. I don't think you've got the feats spare for an animal companion, but you might spare a discovery at some point for Tumor Familiar, especially if you take a different archetype which saves you a discovery - like Grenadier, which gives you Precise Bombs. Keeping the mutagen is a good idea IMO.
Some obvious potions to get are Cure Serious Wounds, Heroism, Tongues, Lesser Restoration and Water Breathing. I can't imagine PFS would object to any of those.
AsmodeusUltima
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Somehow I never realized that a tumor familiar can detach itself. I always pictured something like Kuato from Total Recall. I wonder if I could convince a GM that it attaches to the character's butt, granting it fast healing during flight and making it impossible to be dismounted. :P How does this version look?
Ziitabo Jancok Mati
Wayang alchemist (grenadier) 12
N Small humanoid (native, wayang)
Init +4; Senses darkvision 60 ft.; Perception +27
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Defense
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AC 29, touch 17, flat-footed 25 (+7 armor, +2 deflection, +4 Dex, +2 natural, +3 shield, +1 size)
hp 87 (12d8+24)
Fort +12, Ref +14, Will +7
Defensive Abilities fortification 25%
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Offense
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Speed 20 ft.
Melee dagger +10/+5 (1d3/19-20)
Ranged bomb +14/+14/+9 (6d6+7 Fire) or
. . confusion bomb +14/+14/+9 () or
. . mwk composite longbow +13/+13/+8 (1d6/×3) or
. . tanglefoot bomb +14/+14/+9 ()
Special Attacks bomb 19/day (6d6+7 fire, DC 23)
Alchemist (Grenadier) Extracts Prepared (CL 12th; concentration +19)
. . 4th—echolocation, freedom of movement, greater invisibility, stoneskin
. . 3rd—amplify elixir, channel vigor (2), displacement (2), gaseous form
. . 2nd—alchemical allocation (4), barkskin, false life, resist energy
. . 1st—cure light wounds (2), heightened awareness, reduce person (DC 18), shield (2), targeted bomb admixture
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Statistics
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Str 10, Dex 18, Con 14, Int 25, Wis 12, Cha 8
Base Atk +9; CMB +8; CMD 24
Feats Alertness, Martial Weapon Proficiency (longbow), Mauler's Endurance, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything
Traits firebug, militia veteran (any town or village)
Skills Acrobatics +4 (+0 to jump), Craft (alchemy) +22 (+34 to create alchemical items), Disable Device +19, Fly +24, Knowledge (arcana) +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (nature) +22, Perception +27, Ride +20, Sense Motive +3, Sleight of Hand +19, Spellcraft +22, Stealth +10, Survival +16; Racial Modifiers +2 Perception, +2 Stealth
Languages Aklo, Common, Giant, Minkaian, Nagaji, Samsaran, Tengu, Tien, Wayang
SQ alchemical weapon, alchemy (alchemy crafting +12), battle form, bond forged in blood, damage reduction, directed blast, discoveries (confusion bomb, fast bombs, infusion, precise bombs [7 squares], tanglefoot bomb, tumor familiar, dissolution’s child, increased strength, mutagen (+4/-2, +2 natural armor, 120 minutes), precise bombs, scion of shadows, staggering blast, swift alchemy
Combat Gear mutagen, poisoner's gloves, potion of cure serious wounds, potion of good hope, potion of tongues, potion of water breathing; Other Gear +3 darkleaf cloth lamellar (leather) armor, +2 light fortification buckler, arrows (20), dagger, mwk composite longbow, admixture vial, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +2, eyes of the eagle, formula alembic, headband of vast intelligence +4, ring of feather falling, ring of protection +2, alchemy crafting kit, backpack, bedroll, belt pouch, bombchucker, flint and steel, ink, inkpen, thieves' tools, waterskin, 121 pp, 6 gp, 1 sp
Bodho Iawa
Male tumor-bat (mauler)
N Medium magical beast (animal)
Init +0; Senses blindsense 20 ft., low-light vision; Perception +21
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Defense
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AC 26, touch 11, flat-footed 26 (+8 armor, +1 deflection, +7 natural)
hp 67 (1d8-2)
Fort +6, Ref +8, Will +6
DR 5/magic
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Offense
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Speed 5 ft., fly 40 ft. (good)
Melee bite +12 (1d8+4)
Space 5 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 11, Con 6, Int 6, Wis 14, Cha 5
Base Atk +9; CMB +12; CMD 23
Feats Extra Item Slot (shoulders)
Skills Acrobatics +0 (-12 to jump), Disable Device +10, Fly +19, Perception +21, Ride +12, Sleight of Hand +12, Spellcraft +10, Survival +14; Racial Modifiers +4 Perception
SQ battle form, bond forged in blood, improved evasion
Other Gear +2 mithral breastplate, amulet of natural armor +1, belt of giant strength +2, muleback cords, ring of protection +1, bit and bridle, blanket, exotic riding saddle, saddlebags
| avr |
Add a hybridization funnel and some alchemical weapons and you're good to go. Even at level 12 you may get some use out of an arrow/tanglefoot bag/shard gel combo.
I don't understand why you'd go for a potion of good hope over heroism though. The duration's ten times better for heroism, the better range & multiple targets of good hope won't matter in a potion, and a +2 to ability checks and damage rolls would seldom matter at level 12 for you. Oh yeah, you might find it useful to grab some elixirs as well as potions for use with alchemical allocation; elixirs of elemental protection, spirit sight, shadewalking & truefrost elixirs are too expensive to use without that extract, but impressive with it (tho' some of those come from obscure sources if you're playing in PFS.)
| Devilkiller |
If you really want to be an alchemist on a bat you could consider the Winged Marauder archetype for goblins. Sure, it loses Mutagen, but if you're focused on bombs that might not be so bad, especially with good mobility and a melee pet you can buff.
A mount with Bodyguard and perhaps some Benevolent barding can be pretty helpful. I've also always liked the idea of a mounted Sylvan Sorcerer who uses Share Spells for True Strike a lot. The Paired Opportunists feat plus Broken Wing Gambit and maybe a little multi-classing could make even the Sorcerer somewhat of a melee threat in the right circumstances.
Paired Opportunists would also be a strong choice with Come and Get Me or Taunting Stance. Any Large mount should probably at least consider the Narrow Frame feat.
AsmodeusUltima
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@avr: Check, Hybridization Funnel, Potion of Heroism, and elixirs.
@Devilkiller: Goblins not allowed in PFS. Might try some of those ideas for a future character.
Any feedback on the other two characters, Isolde and Torin? Especially Torin; his build pretty much centered on wanting a Battle Herald that was immune to fear, and I'm not sure it will actually be effective.
| avr |
Torin... I'm not sure how I'd feel about following a leader with 8 int and 7 wis, and -2 perception/sense motive. The immunity to fear might come across as too dumb to be afraid.
As a build it's quite defensive. Without buffs hitting his own AC takes a roll of 12 on his best BAB attack. The buffs he offers are nice but not amazing at level 12; they'd be solidly useful about level 6-7. It's possible he'd be the last person on the battlefield that the enemy would bother attacking.
Isolde looks like Torin under one buff, but with less ability to step it up further. And a few more things which she could do out of combat, true. She appears to have a wasted feat on TWF; maybe Risky Striker or Trick Riding could replace it?
AsmodeusUltima
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The Int and Wis on Torin are exactly where I intended for RP purposes: he is the epitome of Lawful Stupid and a blast to play (I have played him up to level 4 in PFS). I have had more than one person tell me afterward that he is the best paladin they have ever seen. Too dumb to be afraid is perfect. :P Think Zapp Branagan, The Tick, and Glorian from JourneyQuest all rolled up into one holy package.
I don't need him to be optimal, or even all that great, I just worry if the build is so gimicky that he is actually a liability to the party; that I want to avoid. If you feel he is that, any advice on how to buff him? I thought riding in with a spirited charge and giving a minor buff to the party at the same time would be sufficient, but if not I don't want to be a drag.
As for Isolde, her TWF is a prereq for spear-dancing, which is kind of the lynchpin of her build. At higher levels she'd get Trick Riding and Mounted Skirmisher and charge in using the lance as a double weapon, able to give either or both ends reach on any given round, using dex to hit and str plus half vigilante level to damage. Does that change your opinion of her any? Or is there somehting I am not seeing that invalidates this strategy?
| avr |
Torin doesn't actually have Spirited Charge by level 12. Nor could he do a charge (full-round action) at the same time as any of his party buffs (move or standard). It looks like that part of his build comes together at level 13, battle herald 5, when his inspiring command becomes a swift action & he has a feat to spare. I'm not sure when exactly other parts of the build come together - he might be useful at some lower levels - but level 12 is definitely not a high point.
Dunno any of those characters, but if the RP's where you want that's fine.
Isolde's strategy seems solid (& TWF isn't wasted, I was wrong), she's just ... not quite a front line combatant. Still useful, but you'd want someone else to fill that role, or someone to provide her with the buffs she'd need to do so.