Medium for PFS


Advice

Silver Crusade

I am making a Medium. Both to try something new and because PFS seems like the ideal use for such a build. Since you never know who is going to sit down at a PFS table, you don’t really know what will be needed or most useful on that given day. I know several people have said that the Medium is not good enough at any of the roles to be useful, but I want to see for myself if I can make it work. Plus I don’t feel like PFS requires nearly as much ultimate optimization and stellar capabilities as many folks think it does. Certainly not as much as most of the home games I’ve played.

So my thoughts so far are:

Half-Orc for darkvision and proficiency with the greataxe. That way I can invest in a decent weapon and still use it no matter which spirit I’m channeling.

Spirits
Champion {default}: exotic weapon prof is net.
Trickster: so far has always been disable device and stealth.
Archmage and Herophant have not been needed so far, we've been over supplied with clerics, warpriests, sorcerers, and arcanists. But I'm looking forward to when they will be a good choice.

Below is the basic build so far. Not sure how happy I am with it. Don't think I'm going to have as many skill points as I'd usually like for a versatile PC. I also haven't decided what feats I will add in the future. Any suggestion will be appreciated (especially if they are backed up by your experience with the class)

Nevedno de'Morcaine 30504-11:

Half-orc (mystic) medium 2 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 17 (2d8+4)
Fort +6, Ref +4, Will +5
Defensive Abilities sacred tattoo[APG]
Weaknesses taboo
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron greataxe +5 (1d12+7/×3) or
. . mwk net +6 (entangle) or
. . silver cestus +5 (1d4+6/19-20)
Ranged sling +5 (1d4+6)
Special Attacks shared seance, spirit (Champion, 1 influence)
Medium Spells Known (CL 2nd; concentration +5)
. . 0 (at will)—detect psychic significance[OA], guidance, stabilize
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Statistics
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Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Endurance, Spirit Focus (champion)[OA]
Traits civilized, fate's favored
Skills Acrobatics -1 (-5 to jump), Climb +1, Diplomacy +7, Knowledge (arcana) +4, Knowledge (local) +5, Perception +4, Profession (soldier) +4, Sense Motive +4, Stealth +0, Swim +1, Use Magic Device +7
Languages Common, Orc
SQ champion's prowess (net), orc blood, spirit bonus (+1 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6
Combat Gear oil of bless weapon, oil of magic weapon, potion of cure light wounds, potion of endure elements, potion of enlarge person, wand of heightened awareness (50 charges), wand of infernal healing (49 charges), acid, alchemist's fire, alkali flask[APG], bottled lightning[UE], holy water, liquid ice[APG], vermin repellent[UE]; Other Gear chain shirt, cold iron greataxe, mwk net, silver cestus[APG], sling with 10 sling bullets, adamantine wire saw[UE], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, chalk, earplugs[APG], fishhook, flint and steel, masterwork thieves' tools, sewing needle, signal whistle, string or twine[APG], swim fins, torch (3), trail rations (3), waterskin, whetstone, wooden holy symbol of Sarenrae, wrist sheath, spring loaded, wrist sheath, spring loaded, 83 pp, 7 sp
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Special Abilities
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Champion's Prowess (Net) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.

Grand Lodge

First, I'd recommend the Spirit Eater archetype as it replaces some really niche abilities (Haunt Channeler, Location Channel and Connection Channel) for some still fairly niche but really handy when they come up abilities. Free Ghost Touch on all your weapons and the occasional bonus on some rolls when you defeat incorporeal creatures. You can add on the archetype without retraining since you haven't swapped out any class features yet at level 2.

You'll want power attack. I'd also recommend taking Racial Heritage (Halfling) to allow you to increase the seance bonus every 3 levels. For the Champion Spirit that's +3 damage by level 9.

If you want to focus solely on the Champion spirit take Medium of the Master which gives you more uses of spirit boost and some flavorful stuff, but you miss out on martial/exotic weap on proficiency. Not that you need it with Half-Orc and the greataxe. Medium of the Master stacks with Spirit Eater, too.

I'd swap Str and Cha. If you're primarily going to use Trickster and Champion spirits, you don't really need the 16 Cha. The extra point of accuracy and damage can go a long way.

Silver Crusade

Syries wrote:

First, I'd recommend the Spirit Eater archetype ...

If you want to focus solely on the Champion spirit take Medium of the Master ...

Well I do want to be able to take any of the spirits when needed. I don't yet have the book for Spirit Eater. But I do really like that one. I will consider if I should get it before I play this guy again.

Syries wrote:

...

I'd also recommend taking Racial Heritage (Halfling) to allow you to increase the seance bonus every 3 levels. ...

Are you sure that really works for favored class bonus? I'd never heard that.

Syries wrote:

...

I'd swap Str and Cha. If you're primarily going to use Trickster and Champion spirits, you don't really need the 16 Cha. The extra point of accuracy and damage can go a long way.

I wouldn't say I'm only going to use Champion and Trickster. That's just all I used for the 3 scenarios at 1st level. I still want to be able to cast spells if I use Archmage or Hierophant. But even so, it won't be higher level spells until pretty late. Hmm... I will think about it.

Grand Lodge

You can take "traits, feats, and so on" as if you are a member of that race. Why wouldn't you be able to pick the FcB as if you were one?
And to clarify, I'm recommending you retrain your 1st level feat for Racial Heritage so you can start getting that FcB right away.

Silver Crusade

Hmm... The more I think about it, the more I like the Halfling FCB. If I have that and my default spirit is Marshal, I can share a pretty decent bonus with the rest of the group and they can pick which bonus they want.

I think I may head that way.

Grand Lodge

The Halfling FcB only affects you, not allies. And I’d strongly advise against using the marshal regularly. It isn't nearly as good as the champion in combat and you gain influence sooo quickly with the marshalls abilities.

Silver Crusade

Whoops, yep didn't read close enough.

Why do you say the Marshal gains influence faster?

Sovereign Court

None of Champion's spirit powers cost influence and the Champion will only be using Spirit Boost on himself.
The Marshall's greater power costs influence and it has 3-5 other people to spend influence on with Spirit Boost (essentially the lesser power). Essentially, it can easily be spending 2 influence a round, when the Champion will only be spending them when they fail a Fortitude save or really need that one swing to connect.
Basically just a lot more opportunities to use influence.
I have a similar character for use in PFS, but it is basically just a GM baby so far. The idea is to hand out rerolls/bonuses like crazy. Dual Cursed Oracle for Misfortune (on everyone, including allies 1/day) , Witch 1 for Fortune + extra Hex Cackle, Medium 2 (Marshal) for Shared Seance, then the helpful halfing aid another stuff + Investigator 3 for Effortless Aid/Inspiration, then finishing out Medium. I am not entirely sold on the Investigator bit, but really helps the action economy with Aiding as a Move Action. Eventually Flagbearer, Banner of the Scarlet Rose and Divine Interference.

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