Frontliner for RotRl


Advice

Grand Lodge

Hi guys,

On the next month our group will resume a Rise of the Runelords campaign from book 4, because we haven't played this campaign for more than 2 years our GM gives us the opportunity to create new characters.

We will start from 9th level with 44,000 gp and 20 points buys, all Paizo stuff allowed.

I want to create a versatile frontliner that can use magic either divine or arcane, that is fun to play and that can endure all sort of things the campaign has to offer like giants and a big evil wizard

I would like to hear your suggestions to explore different points of view, like Magus builds, Warpriest, even Bards, etc.

Thanks in advance =D


BLOODRAGER!!!

Seriously tho. Arcane bloodrager is the good stuff in this campaign. Primalist Archetype sprinkled on for good measure.


Some ideas:

Dwarf Ranger 1/Druid4/Skyseeker4, take shapeshifting hunter. This gives you 7th level druid casting, BAB8, +2d6 damage vs giants from skyseeker, +4 favored enemy giant from shapeshifting hunter, heavy armor proficiency from skyseeker.

Dwarf Paladin 9 (Tortured Crusader archetype). Dump charisma, boost wisdom. Still have +4 attack on smite evil, deflection bonus while smiting. Lay on hands and casting based on wisdom.

Gnome Oracle 9. Take lore or nature or lunar mystery and get CHA to AC. Full spellcaster with good AC, but low damage.

Magus 9 (hexcrafter). Pump INT take slumber hex.


Human Cleric of Iomedae 8/Holy Vindicator 1
Str 19 (15 + 2 race + 2 level) Dex 10 Con 14 Int 8 Wis 14 Cha 14

Get Extra Channel and all kinds of melee feats.

Vindicator's Shield and a Full Plate will give you good AC. A +1 grayflame cold iron longsword will punch through most kinds of DR. Tactics and Heroism Domains will give you great abilities and spells.


I hear that enemies with reach is a common thing later in RotRL. You might want to make sure that either you have reach or you have a means of getting past it - really good acrobatics, spells like bladed dash, etc.

A magus is pretty good at using bladed dash. Spell combat lets them use it to take a full attack in the same round. You probably aren't going to take out the enemies with one hit so go for debuffs - rime spell with cold spells, or hexcrafter with bestow curse, etc.


Battle-Witch (Strength Patron Witch + Eldritch Knight, or maybe some Dragon Disciple) can be done a variety of ways that are very effective if done right, and it has a very unique flavor to it. They get a huge combat buff from crossing Divine Favor(/Power?) and Heroism, and can overcome their armor problem with things like Arcane Armor Training, Shielded Mage and the Ironskin spell. They're also still fairly high-level spellcasters who can have a decent spell DC on things like Confusion.

The Synergist Witch can gain Pounce and a fly speed at level 8 with Improved Familiar: Sylvanshee. They can use a combination of weapons, unarmed strikes and natural attacks with pouncing charges if they use Artful Dodge to base TWF off of INT, and use Unarmed Fighter for their martial level to grab Improved Unarmed Strike and Dragon Style.

Ley-Line Guardian Witch / Bloodrager / Dragon Disciple / (Eldritch Knight?) is another setup that's extremely dangerous, since by level 9 they can combine +4STR from Bloodrage, +4STR from Dragon Disciple, +6 attack and damage from Divine Favor, Heroism and Arcane Strike, and a bonus to weapon enhancement from a Furious weapon. They don't really need to be able to cast while raging, but Mad Magic allows it if they want the option. They're not as strong with casting as a straight Witch/EK (though still pretty good for a spontaneous caster), but swinging a two-hander or weapon/shield or whatever with all those buffs tends to be a massacre.


I am using bloddrager (draconic + primalist) and dragon disciple. Lot of natural attacks and pounc + fly at 12th level. I have made some praparation for leveling in google docs: spreadsheet with feats and doc with abilities and equipement.


An inquisitor would be a fun play. Great for frontlining, dabbles in the divine, awesome at skills.

Grand Lodge

Bloodrager seems like a very good idea, specially with Primalist archetype, so if I understand correctly the good thing to go for Rage Power are Beast Totem and Come and Get Me right? How can i boost the armor without sacrificing one claw attack

Another option was Magus Hexcrafter and I read some guides and seems like a very good idea for debuffing enemies, the dex version seems like a very good way to keep a high initiative with good armor

These options seems very nice

Grand Lodge

BadBird wrote:

Battle-Witch (Strength Patron Witch + Eldritch Knight, or maybe some Dragon Disciple) can be done a variety of ways that are very effective if done right, and it has a very unique flavor to it. They get a huge combat buff from crossing Divine Favor(/Power?) and Heroism, and can overcome their armor problem with things like Arcane Armor Training, Shielded Mage and the Ironskin spell. They're also still fairly high-level spellcasters who can have a decent spell DC on things like Confusion.

The Synergist Witch can gain Pounce and a fly speed at level 8 with Improved Familiar: Sylvanshee. They can use a combination of weapons, unarmed strikes and natural attacks with pouncing charges if they use Artful Dodge to base TWF off of INT, and use Unarmed Fighter for their martial level to grab Improved Unarmed Strike and Dragon Style.

Ley-Line Guardian Witch / Bloodrager / Dragon Disciple / (Eldritch Knight?) is another setup that's extremely dangerous, since by level 9 they can combine +4STR from Bloodrage, +4STR from Dragon Disciple, +6 attack and damage from Divine Favor, Heroism and Arcane Strike, and a bonus to weapon enhancement from a Furious weapon. They don't really need to be able to cast while raging, but Mad Magic allows it if they want the option. They're not as strong with casting as a straight Witch/EK (though still pretty good for a spontaneous caster), but swinging a two-hander or weapon/shield or whatever with all those buffs tends to be a massacre.

I really didn't pay much attention to the Witch, but im goin to play with hero lab to make theses builds and look at how it stacks to another ones


Prometeus wrote:
I really didn't pay much attention to the Witch, but im goin to play with hero lab to make theses builds and look at how it stacks to another ones

Note that offensive Witch hexes scale with Witch level, so take hexes for utility purposes like Flight or Tongues or Nails. The spells are what you're really after on a Witch/EK.

All such builds should use Magical Knack for the extra casting level, and if using Bloodrager 1, remember that you need at least one Extra Rage feat (there's also Berserker of the Society Trait for +3 rounds/day as well).

For min/level spells like Ironskin that are very good to have 'always up', a lesser rod of Extend is a cheap way to make each casting last 18 minutes at level 9 (with Magical Knack).

Grand Lodge

Back to this post, our DM told us that will be starting at 8th level with 33k gold

Our party composition is an Evoker Wizard, Support/Debuffer Shaman, and a non optimized TWF Warpriest

My main concern is that this guy will be the main "tank" and I heard some comments that Rise of the Runelords is very battle intensive and that some battle are very difficult

With all this information I made these guys, can you please give some insight on what to pick?

Dex based Bladebound Hexcrafter Magus

:
Magus Dex
Male tiefling magus (bladebound, hexcrafter) 8 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9, 47, 48)
CN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 31, touch 17, flat-footed 26 (+9 armor, +2 deflection, +5 Dex, +5 natural)
hp 91 (8d8+48)
Fort +9, Ref +8, Will +6
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +15/+10 (1d6+10/18-20)
Special Attacks arcane pool (+2, 6 points), hex arcana (close range[UM]), improved spell combat, spellstrike
Magus Spell-Like Abilities (CL 8th; concentration +12)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 8th; concentration +12)
--------------------
Statistics
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Str 7, Dex 22, Con 16, Int 18, Wis 10, Cha 7
Base Atk +6; CMB +5; CMD 22
Feats Dervish Dance[ISWG], Enforcer[APG], Rime Spell[UM], Toughness, Weapon Finesse
Traits big game hunter, magical lineage
Skills Acrobatics +13, Appraise +10, Climb +1, Fly +20, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Linguistics +12, Perception +10, Perform (dance) +0, Ride +9, Sense Motive +2, Spellcraft +15, Swim +5, Use Magic Device +2; Racial Modifiers +4 Fly
Languages Abyssal, Azlanti, Common, Daemonic, Thassilonian, Varisian
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, hex (flight[APG]), hex arcana, hex magus, knowledge pool, medium armor, prehensile tail[ARG]
Combat Gear pearl of power (1st level) (4), pearl of power (2nd level), wand of shield (50 charges), liquid ice[APG]; Other Gear +3 mithral breastplate, belt of incredible dexterity +2, ring of protection +2, 33,000 gp
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Special Abilities
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Arcane Pool +2 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/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 +2 (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: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spellstrike (Su) Deliver touch spells as part of a melee attack.

S&B Divine Tracker Dwarf Ranger

:
Ranger Dwarf Shield
Dwarf ranger (divine tracker) 8 (Pathfinder RPG Advanced Class Guide 108)
CG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +13
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Defense
--------------------
AC 30, touch 12, flat-footed 28 (+10 armor, +2 Dex, +4 natural, +4 shield)
hp 84 (8d10+32)
Fort +9, Ref +8, Will +4; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee +1 keen kukri +12 (1d4+5/15-20) or
. . +2 heavy shield bash +15/+10 (2d6+8) or
. . armor spikes +13/+8 (1d6+6)
Ranged +1 composite longbow +12/+7 (1d8+7/×3)
Special Attacks combat style (weapon and shield[APG]), favored enemies (evil outsiders +2, giants +4)
Ranger (Divine Tracker) Spells Prepared (CL 5th; concentration +7)
. . 2nd—barkskin
. . 1st—lead blades[APG], longstrider
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Statistics
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Str 18, Dex 14, Con 16, Int 10, Wis 14, Cha 6
Base Atk +8; CMB +13; CMD 24 (28 vs. bull rush, 28 vs. trip)
Feats Endurance, Improved Shield Bash, Shield Master, Shield Slam, Shield Snag, Steel Soul[APG], Two-weapon Fighting
Traits big game hunter, reactionary
Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +8 (+12 to catch yourself on wall or slope when falling if you have a shield equipped), Handle Animal +3, Heal +6, Intimidate +9, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (nature) +11, Perception +13, Profession (tanner) +9, Ride +4, Spellcraft +4, Stealth +4, Survival +13 (+15 to track vs. humanoids of the Giant subtype), Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven
SQ blessings, blessings (Air: Zephyr's Gift, Travel: Agile Feet), favored terrains (mountainous +4, underground +2), giant hunter[ARG], rock stepper[ARG], swift tracker, track +4, woodland stride
Other Gear +3 armor spikes jarring armored kilt mithral breastplate, +2 bashing shield spikes heavy steel shield, +1 composite longbow (+4 Str), +1 keen kukri, 17,000 gp
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Special Abilities
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Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs. giants foes.
Favored Terrain (Mountain +4) (Ex) +4 to rolls when in mountainous terrain.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in underground terrain.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Shield Snag Shield Bash: Use atk roll as free disarm attempt.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Primalist Steelblood Bloodrager

:
Bloodrager
Half-orc bloodrager (primalist, steelblood) 8 (Pathfinder Player Companion: Familiar Folio 11, 16, Pathfinder RPG Advanced Class Guide 15, 84, 85)
CG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 29, touch 12, flat-footed 27 (+12 armor, +2 Dex, +5 shield)
hp 76 (8d10+24)
Fort +10, Ref +6 (+1 bonus vs. trample attacks), Will +5; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 35 ft. (25 ft. in armor)
Melee +1 giant-bane furious longsword +14/+9 (1d8+9/19-20 plus 2d6 vs. Giant)
Special Attacks blood casting, bloodrage (32 rounds/day)
Bloodrager (Primalist, Steelblood) Spells Known (CL 8th; concentration +9)
. . 2nd (1/day)—false life
. . 1st (2/day)—cheetah's spirit, magic missile, true strike
. . Bloodline Arcane
--------------------
Statistics
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Str 18, Dex 14, Con 15, Int 8, Wis 12, Cha 13
Base Atk +8; CMB +14; CMD 24 (25 vs. overrun)
Feats Arcane Strike, Endurance, Eschew Materials, Extra Rage, Extra Rage, Improved Initiative, Raging Vitality[APG]
Traits big game hunter, fate's favored
Skills Acrobatics +3 (-1 to jump), Appraise +7, Climb +3, Handle Animal +12, Intimidate +5, Knowledge (arcana) +3, Perception +12, Spellcraft +10, Survival +5, Swim +3
Languages Common, Orc
SQ armor training 1, blood deflection, greater arcane bloodrage, indomitable stance, loyal bodyguard, orc blood, rage powers (beast totem[APG], lesser beast totem[APG]), shield master, spell catalyst
Other Gear +3 full plate, +3 heavy steel shield, +1 giant-bane furious longsword, 33,000 gp
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Special Abilities
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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.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Havoc +1 dam per die for spells belonging to bloodline or spell focus school.
Blood Intensity +4 (2/day) Add listed bonus to maximum dice of damage (doesn't stack with intensify spell).
Blood Piercing +4 (2/day) Reduce energy resistance or SR of foe by listed amount.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (32 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Greater Arcane Bloodrage (Displacement) (Sp) As a free action apply chosen spelll to self when enter bloodrage.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Loyal Bodyguard (Ex) Familiar can use Bodyguard to protect master, even if not threatening attacker.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.

RPG Superstar 2012 Top 32

Dwarf barbarian 2/magus 7

Buff before raging, take Moment of Clarity rage power for emergency casting during rage, take Berserker of the Society trait for some extra rounds of raging and either Magical Knack (magus) or Magical Lineage (shocking grasp). For Favored Class, take the dwarf magus one and pick up the Arcana that lets you Quicken Spell 1/day, now you can do it 2/day.

1. Power Attack
3. Combat Reflexes (useful when you are enlarged)
5. Arcane Strike
7. Intensify Spell
9. ??? Improved Initiative, Toughness, Weapon Focus, Extra Rage, Extra Rage Power. You also get a bonus feat from the magus class.

It's a pretty versatile build. You can 2-hand Power Attack with a dwarven waraxe (and rage), one-hand dwarven waraxe and do spell combat/spell strike. I'm pretty sure you can rage and Arcane Strike at the same time.

It's not fancy, but it lets you fight differently in each fight. You won't rage every fight, you won't do spell combat every fight, you won't spellstrike every fight, but you'll be able to mix and match.

Your speed will be 30 (from barbarian) and all the dwarf stuff will be useful against giants.

For spells, probably enlarge person, shocking grasp, frigid something, shield, blur, fly, haste.


I say bloodrager but where are you gaining a familiar from? Arcane bloodrager does not get a familiar like the sorcerer does.

Grand Lodge

Louise Bishop wrote:
I say bloodrager but where are you gaining a familiar from? Arcane bloodrager does not get a familiar like the sorcerer does.

Is from the familiar Folio, you can change the first bloodline power with a familiar, for this sample I went with an armadillo familiar but maybe getting improved familiar to get something better like Faerie Dragon or Lyrakien Azata is a better idea


Your party also lacks a scout. The magus with invisibility or the bloodrager with a faerie dragon could fill that role in a pinch.

I wonder why the bloodrager's into handle animal so much though? They could grab a skill more useful to their familiar at least, like stealth or acrobatics.


Prometeus wrote:
Louise Bishop wrote:
I say bloodrager but where are you gaining a familiar from? Arcane bloodrager does not get a familiar like the sorcerer does.
Is from the familiar Folio, you can change the first bloodline power with a familiar, for this sample I went with an armadillo familiar but maybe getting improved familiar to get something better like Faerie Dragon or Lyrakien Azata is a better idea

Ah yes.

Well I recommend a Improved Familiar with Fast Healing then. If it is using shield other might as well make it able to Heal and stabilize itself. The Tumor Familiar gets it so I always recommend Aberrant Tumor on all Aberrant Bloodrager builds with the Hedgehog for +2 will saves as well. But I literally forgot about that section of the Familiar Folio.

But you can also just make it a UMD Junkie throwing out scrolls and wands to increase your character's action economy and efficiency.

My decision is still the same...Bloodrager. Finish up your Beast Totem Line and then also Come and Get me. Grab Combat reflexes with your Bloodline feat.

As for your Feats...Don't take Arcane strike...Take Power attack and swing your Longsword 2 handed...spend shield money elsewhere. (Prolly should be a Scimitar 15-20 critical range) AC is nice but you have built in Displacement when raging (and you should be.)

Reasoning 2 for not taking Arcane Strike. Action economy. Your level 13 feat should be Raging Brutality. So if you take arcane strike you will be fighting for action economy in your boss fights. So if your taking Arcane strike you should pick up Bloodied Arcane strike. Then you will no longer suffer the action economy overlap that will come your way at level 13.

As for your spell list might I make a few suggestions?

Level 1/ Enlarge Person- Because you have Displacement your hit to AC is negligible. You also gain some reach for fighting all them Giants and Large+ creatures. Plus the damage increase.

Level 1/ Frostbite- I like this to be loaded in spell-storing armor paired with a lesser Rime Rod. If you are hit the target is Entangled and Fatigued with NO save. Does not work verses enemies immune to non lethal or Cold damage but it is a very nice F- You to the person who managed to hit you. If you do not Like Frost Bite then Frigid touch is a Level 2 spell to do this combo with.

Do not forget you can pick up pages of spell knowledge for cheap and give your Bloodrager more spells to choose from.

Grand Lodge

Louise Bishop wrote:
Prometeus wrote:
Louise Bishop wrote:
I say bloodrager but where are you gaining a familiar from? Arcane bloodrager does not get a familiar like the sorcerer does.
Is from the familiar Folio, you can change the first bloodline power with a familiar, for this sample I went with an armadillo familiar but maybe getting improved familiar to get something better like Faerie Dragon or Lyrakien Azata is a better idea

Ah yes.

Well I recommend a Improved Familiar with Fast Healing then. If it is using shield other might as well make it able to Heal and stabilize itself. The Tumor Familiar gets it so I always recommend Aberrant Tumor on all Aberrant Bloodrager builds with the Hedgehog for +2 will saves as well. But I literally forgot about that section of the Familiar Folio.

But you can also just make it a UMD Junkie throwing out scrolls and wands to increase your character's action economy and efficiency.

My decision is still the same...Bloodrager. Finish up your Beast Totem Line and then also Come and Get me. Grab Combat reflexes with your Bloodline feat.

As for your Feats...Don't take Arcane strike...Take Power attack and swing your Longsword 2 handed...spend shield money elsewhere. (Prolly should be a Scimitar 15-20 critical range) AC is nice but you have built in Displacement when raging (and you should be.)

Reasoning 2 for not taking Arcane Strike. Action economy. Your level 13 feat should be Raging Brutality. So if you take arcane strike you will be fighting for action economy in your boss fights. So if your taking Arcane strike you should pick up Bloodied Arcane strike. Then you will no longer suffer the action economy overlap that will come your way at level 13.

As for your spell list might I make a few suggestions?

Level 1/ Enlarge Person- Because you have Displacement your hit to AC is negligible. You also gain some reach for fighting all them Giants and Large+ creatures. Plus the damage increase.

Level 1/ Frostbite- I like this to be...

So is better to stay with a Keen Falchion, Scimitar or go with Claws?


The damage difference between a Falchion and a Scimitar is negligible.

I use a Scimitar because it's a 1 handed weapon and you can swing it in a grapple. Unlike a Falchion.

I always recommend the Scimitar.

And since your level 8... Improved Critical. Save your money for your +1 Adamantine Furious Scimitar. You can grab greater magic weapon spell @ 12 and a lesser extend rod and have a truely brutal weapon. Cast the GMW before bed with that extend rod and enjoy having it for 24 hours and starting your day fully rested.

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