
VoodistMonk |

So far it's pretty simple... hit stuff with sword. I just don't know where to go next.
Weapon Master Fighter 3/
Scout Rogue 4
Feats:
1. Dodge
1. Combat Reflexes
2. Gorum's Swordmanship
3. Power Attack
5. Mobility
7. Cut From the Air
Talents:
5. Trapspotter
7. Offensive Defense
BAB +6, bases saves +4/+5/+2, skills are decent, got the Gloves of Dueling, Mithral Breastplate/Buckler, minor Cloak of Displacement, Evasion...
Iron Will is most likely the next feat no matter what. Wisdom isn't bad, highest mental stat, but there hasn't been much help for the Will saves thusfar. Eventually Vital Strike will be worked in, but I valued the missile defense of Cut/Smash From the Air more than situational extra damage... especially since Scout already gives me 2D6 Sneak Attack on a charge.
So, I am thinking Arensal Chaplain Warpriest... good Will save, free Weapon Focus, continue my Weapon Training, take advantage of my decent Wisdom score.
Any better ideas? Anything obvious that I may be missing?

Sysryke |
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I think this probably goes to both differences in experience, play style, and possibly game/mechanic mastery, but what is it about multi-classing you enjoy so much? It's not wrong, but it does go against most of the "conventional wisdom" I've encountered on character building over the years. You may have caught this from my other posts by now, but I'm more of a "flavor" player. You've said "hit stuff with sword", but what else are you wanting of the character? Who is he/she?

VoodistMonk |

I think this probably goes to both differences in experience, play style, and possibly game/mechanic mastery, but what is it about multi-classing you enjoy so much? It's not wrong, but it does go against most of the "conventional wisdom" I've encountered on character building over the years. You may have caught this from my other posts by now, but I'm more of a "flavor" player. You've said "hit stuff with sword", but what else are you wanting of the character? Who is he/she?
I like multiclassing because life is short. Lol. I don't want to play 20 levels of Fighter or 20 levels of Rogue... both of those single-classed are uninspiring to me. I like picking up this or that from here or there, as one does in life. It helps me tell a story through the choices made.
This particular character is an ex-soldier, who deserted their post in the guard for personal/family reasons. Their time has been spent laying low, trying to earn a living without being caught and tried as a traitor... and trying to prove to themself that they are not a coward.
Going "underground" to avoid authority has led to certain adaptations in both lifestyle and tactics. Learned some new skills along the way.
However, redemption is wanted, and possible through the church or several quasi-official bounty hunter/mercenary groups. But a life living in the shadows is always preferred to a life in prison... so until this remeption happens, if it happens, these new skills and this new lifestyle is starting to define the character (at this point they have been on the run longer than they were a soldier)...

Sysryke |
Thanks for the clarification. I see the choices in build a little differently, but I like your perspective. If the character is looking for redemption (maybe a restoration of honor), have you given any consideration to the Cavalier? Probably one of the archetypes that ditches the mount (or maybe just Samurai). Could be interesting to both hide within, and re-define himself through the principles/code of some pseudo-knightly order. Maybe something Robin Hood-esque, or the Brotherhood(??) or whatever they were called from Game of Thrones. Or the early knights of the Roman Empire ala the film Arthur (which I have no idea or particular cares about historical accuracy for).

Meirril |
Two more levels in Weapon Master to get the 'big' payout for a subpar archetype? Also you're 1 fighter level away from qualifying for Weapon Specialization. Considering the archetype forces you into a single weapon anyways you might as well fill out the feats for a single weapon.
(or retrain out of the archetype, I seriously think it is weaker than being a vanilla fighter)
Equipment wise, you've got some expensive stuff. Like you're getting more cash than I'd expect for a 7th level character. Sounds like your equipped like a 12th level character already. If the cash keeps rolling in see if you can afford to get Mind Buttressing on that armor to mitigate your deplorable will save.

VoodistMonk |

I hadn't thought about Cavalier or Samurai... although the bounty hunter/mercenary legion sounds very similar.
I don't think going back into Fighter really fits what's going on... storywise. They would show him the gallows before giving him two more levels as a soldier.
Accomplished Sneak Attack might be able to be fit in if I go into a class with bonus feats... Sneak Attack is seldom something I care too much about, but the added Dodge bonus from Offensive Defense could be nice. Furious Focus and Vital Strike both have priority, though, as far as offense related feats go.

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@ OP: You already have most of the feats required for Whirlwind Attack. That allows you to attack every foe within reach. Probably a bad choice in your case, as you have poor reach, but possibly worth considering. Much better on a PC with 10' or 20' reach who also hits harder. Weapon Specialization would also be pretty good if you take another level in Fighter. Your Rogue levels really limit your most effective options, though.

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While I know many people have these ideas that "class" means something, I don't really understand it. I have never played a fighter, but I have played Sir Armand Bettencout, famed rondelero duelist of Oppara. The fact that he has only levels in the "fighter" class is irrelevant meta-game data that has no bearing on him as a character. I could have built him using the "swashbuckler" class, or as a "rogue/ranger/fighter/monk," or any number of different combinations instead and that would just change some minor game mechanics, his character would be exactly the same. I mean, go pick some character from a fantasy novel or movie and try to build them in pathfinder. You could use countless different mechanical choices and they would all adequately represent your chosen hero.
To me, mechanical choices are just that, mechanical. They are metagame. I choose different mechanics because they're interesting and make cool combinations I want to try out. I choose my character story because it is interesting, and one I want to explore. While the mechanics support the character, in the end they're a completely arbitrary choice.
So, the fighter class does not equal soldier. Take levels in any class you want. None of them and all of them fit your story if you want them to.
As far as where to go. I've definitely been there. It happens to me when I hit the end of where I planned a character. I plan out a number of levels, usually to around 8-11, at a point where I have achieved the combination of abilities that I envisioned the character having. At that point I go yes, I did it! Revel in achieving my goal for a while, then go now what?
At this point there's two choices.
One option is to retire. My character build is complete, if my character story is also complete then there's no reason to keep playing. When that happens it can be quite satisfactory. Sometimes the best solution is to tell your GM you want to make a new character. I did that in Ruins of Azlant, my character build had achieved all the abilities I wanted, it was just going to advance in numbers from there on. My character had married, he had a child on the way, a successful business, and had just secured the safety of his village. He had no reason to want to go galivanting off on further adventures. I had to tell the other players no, stop trying to get me to come on your quest. Morgan is happy, he has a good ending to his story, I'm making a new character.
Option two is to set a new goal. I've achieved my previous goal, so I need a new one to aim for. It really helps to know what level you are going to play to. Instead of just thinking what will I take this next level, I will look through options for the end, level 17 or wherever I think I will get. Then work backwards from that point. Choose a feat, PrC, or whatever and build to that. The only time I would ever meander and just take whatever class I felt like without any planning is for a low powered game that I know will end by level 6 or lower.
For the OP's character, I'd probably look at aiming for a prestige class. Low Templar almost fits. Maybe Sentinel. Or just go barbarian.

VoodistMonk |

Thank you for the responses thusfar.
I know class is just an abstract, metagame concept... but I was using my levels in Fighter to directly represent time served in the military, so it feels wrong going back into it without redeeming myself, first. And, even if I did go back into Fighter, it wouldn't be for Weapon Spealization... what a boring feat. Damage really isn't a problem for this character.
As for continuing a theme, I thought there was a feat similar to Cornugon Smash or Shield Slam that keyed off of Power Attack allowing a Bull Rush. It is not Pushing Assault, although that is close. Since Gorum's Swordmanship allows Vital Strike to be applied to the first AoO after using it on a charge... I was hoping to hit the target with a Power Attack charge, free Bull Rush, AoO from Greater Bull Rush... getting to hit them with Vital Strike twice in a row off the same charge... with Sneak Attack. But I can't find the feat, nor do I trust Combat Maneuvers enough to invest in them extensively outside of Dirty Tricks.
Low Templar does look pretty good. And I have definitely considered Barbarian... Invulnerable Rager is even Gorum's archetype.

avr |

If you want to make use of the wisdom for a little spellcasting, phantom blade spiritualist works (it's a wis-based magus) and has less flavour restrictions than Molthuni arsenal chaplain warpriest. A spirit of the dead bonds with you and works as your weapon; I'm betting there's a lot of dead in your past there.

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There's the demonic style chain which procs off a successful bull rush giving you a free great cleave, but it takes a lot of feats.
There's several that work off unarmed strikes like street style, tiger style, or hurricane punch.
There's bull rush strike which is a knockback on crit.
Smashing style gives you a free bull rush on a successful sunder maneuver.
That's all I got.

Scott Wilhelm |
So far it's pretty simple... hit stuff with sword. I just don't know where to go next.
I have some ideas.
1. Dodge
1. Combat Reflexes
5. Mobility
You already have Dodge and Mobility. I think you should take the 3 Panther or Snake Style Feats. You will gain lots of bonus attacks. Panther Claw gives you 1 Free Action Attack/Point of Wisdom Mod triggered by Provoking Attacks of Opportunity by Moving out of Threatened Squares. Snake Fang gives you an Attack of Opportunity and an Immediate Action Attack whenever someone attacks you and misses. The downside is that these bonus attacks have to be Unarmed Strikes, but there are ways around that or ways of mitigating that.
Depending on the sword you are using, you might be able to apply Ascetic Style to your sword and that will let you apply Unarmed Strike Feats to your sword. You are a human, you might take the Martial Versatility Feat and apply it that way. You might Modify your sword so that it is also a Monk Weapon. You might just take a couple more levels in Fighter and take Advanced Weapon Training Focused Weapon, and Weapon focus Unarmed Strike so your weapons do like Warpriest Sacred Weapon Damage. You are thinking of dipping in Warpriest anyway.
The other Feats I automatically think of taking since you have Dodge and Mobility are Circling Mongoose and Canny Tumble, which help you make Full Attacks while Moving and help you get your SA Damage while moving. Maybe you are satisfied with what Scout Class Abilities give you, though.
Since you have Gorum's Swordmanship, that suggests to me you are using a Greatsword, and if you are, and since you have Dodge and Mobility, anyway, and since your character seems to like to run around, then maybe good Feats to take sooner than later would be Spring Attack and Whirlwind Attack.
Iron Will is most likely the next feat no matter what.
In that case, might I recommend you also take Endurance then dip a level in Living Monolith. You will be able to Enlarge Person as a Swift Action 3/day, giving you 5' extra Reach for those Combat Reflexes of yours to exploit. Your Greatsword will go from inflicting a respectable 2d6 to an impressive 3d6. Dip a level in Ranger, and use a Wand of Lead Blades, and your Greatsword will do a devastating 4d6.
Eventually Vital Strike will be worked in
If you want to take Vital Strike Feats, it will be much better to use a weapon with 4d6 base damage than 2d6. Enlarge, Charge and use Gorum's Swordsmanship to use Vital Strike, then keep using Vital Strike on single opponents or Whirlwind Attack on multiple opponents. Simple.
Anyway, that's a few ideas about where to go next.

VoodistMonk |

Scott, I do appreciate your input... always an ispiration. Love your creativity.
Since my character has chosen charging into battle as a way to prove to himself that his decision to abandon the military does not reflect any personal cowardice, Canny Tumble makes great sense. Prerequisites are already bought and paid for, too. And since Canny Tumble unlocks Sneak Attack even without charging, it makes Spring Attack more appealing... which would, in turn, make Circling Mongoose more appealing.
I really do like Circling Mongoose, it would both fit my standard operating procedure, and assist in getting into/setting up flanking. Canny Tumble will come first, though... which sadly pushes Circling Mongoose into maybe/never territory (but it gives me something to strive for).
Right meow, it looks like Slayer and Cavalier can get me into the legion, which would be one legit path to redemption. Barbarian or Ranger would be kind of the opposite path... screw redemption, I'll just stay on the fringes of society. I can definitely make an offer to the church.
Low Templar offers an odd path to its own version of redemption, as well. A dip into Sohei for Mounted Combat, maybe? Doesn't make a lot of sense in the setting, though. Lol.
Edit: Probably should have mentioned this earlier, but I actually DO have Endurance! Half-Orc, also rocking Sacred Tattooes/Fate's Favored, because reasons...

VoodistMonk |

I don't know if this changes anything, but the other party members consist of a Half-Elf Stygian Slayer VMC Wizard and a Gnome Nature Fang Druid VMC Cleric. The Slayer can turn invisible and just got a ray that can blind things. The Druid has Druidic Herbalism, some sort of divine alchemy, and just got the ability to Channel Energy. The Slayer is my battle buddy, and the Druid is an archer.
Like I said, don't know if any of that changes anything...

Scott Wilhelm |
Probably should have mentioned this earlier, but I actually DO have Endurance! Half-Orc, also rocking Sacred Tattooes/Fate's Favored, because reasons...
Well, Endurance comes from the Shaman's Apprentice Alternative Racial Trait. From a roleplaying perspective, Shaman's Apprentice and Sacred Tatoos just go together, anyway. And Fate's Favored, too. Btw: Fate's Favored + Sacred Tattoos = brilliant!
And since you are planning on taking Iron Will, and you already have Endurance, then the prerequisites for Living Monolith are already, as
are already bought and paid for, too.
So you can make your next level Ranger with the Freebooter Archetype--Freebooter's Bane give you and your whole party +1 Attack and Damage--use a Wand of Lead Blades to give your Greatsword a Size bump. Then make your Level 9 Feat Iron Will and take that level in Living Monolith, giving you Enlarge.
Since my character has chosen charging into battle as a way to prove to himself that his decision to abandon the military does not reflect any personal cowardice
Nobody gives back a White Feather like a tattooed, 12' tall Half Orc charging into battle with a Huge Greatsword!
And you want to take Vital Strike. The 2 size bumps increase the base damage of your greatsword to 4d6. Vital Strike doubles that to 8d6. Improved and Greater Vital Strike increase that to 12d6 and 16d6 respectively, and then there is Devastating Strike which gives you +6 Damage.
I don't know if this changes anything
Actually, it would change things to know what your Ability Scores are. You said your Wisdom was pretty good, but what is your Wisdom? In addition to prerequisites for Canny Tumble, I consider Dodge and Mobility to be prerequisites for Panther Style Feats which give you Free Action Attacks for Provoking Attacks of Opportunity by Moving out of Threatened Squares. But the number you are allowed is limited by your Wisdom Mod.
I was also thinking of Attacks of Opportunity. You already have Combat Reflexes. But Enlarge Person lowers your Dex by 2 points, reducing the number of Attacks of Opportunity you get by 1. And depending on how the numbers work out, it may make sense to not go for Living Monolith's Enlarge Person and instead go for extra Attacks of Opportunity and/or Panther Claw.

VoodistMonk |

Stats are:
25pt buy
STR 18 (16+2),
DEX 16 (15+1@4)
CON 14
INT 10
WIS 14
CHA 8
I saved for the Gloves of Dueling instead of buying a belt for Strength... figured the +2/+2 was worth a +4 belt anyways. I have given up several Cloaks of Resistance and some cool boots, so I will grab the next belt we find... not too worried about it, honestly. I got the Cloak of Displacement, which is awesome. And a blue star that allows me use Disguise Self, kind of handy for going unnoticed.
Freebooter is certainly a favorite of mine, but we have been pretty sneaky... the whole "see and hear" part seems counter to how we have been operating. Although, once I charge into battle, I could be like "this guy!" as a Move action on the turn after the charge... then Standard action Vital Strike the fool. Definitely something to consider.
As of right now, growing to size Large would make my Dex and Wis modifiers equal, so it's a toss-up... but Living Monolith is hilarious, and I have already played a character using Panther Parry (with Crane Riposte, AND Parry & Riposte, lol).

Scott Wilhelm |
Freebooter is certainly a favorite of mine, but we have been pretty sneaky... the whole "see and hear" part seems counter to how we have been operating. Although, once I charge into battle, I could be like "this guy!" as a Move action on the turn after the charge... then Standard action Vital Strike the fool. Definitely something to consider.
So, you guys like to stake out your enemy, then plan your assault, then all of you explode into action with your first charging? If that's what you do, the ability to use Freebooter Bane and self-buff with a Wand of Lead Blades actually seems ideal.
STR 18 (16+2),
DEX 16 (15+1@4)
CON 14
INT 10
WIS 14
CHA 8
I think that with Wisdom or Dex of 14 or 16, Panther Claw and Snake Fang would be worth it. As a Level 3 Weapon Master, you already have Weapon Training. You could take an Advanced Weapon Training at almost any time as a Feat, and you get one as a Class Ability at Level 7 Fighter. You could take Focused Weapon and inflict Sacred Weapon Damage with your Unarmed Strikes which in 2 more Fighter levels would be a respectable 1d8, and when you Enlarge increases to 2d6. Plus as a Ranger, you could use a Wand of Magic Weapon or Magic Fang and give yourself a +1 Attack and Damage. You could eventually get a Wand of Strong Jaw and increase your USD to 4d6.
Another option would be to modify your Greatsword so that it is a Monk Weapon and take Martial Versatility for Panther and/or Snake Style and that would let you use your Greatsword with that Style Feat. Still another option would be to dip a level in MOMS Monk and take Ascetic/Panther or Snake Style and Take Martial Versatility for Ascetic Style.
Of the above options, I think I like the Focused Weapon option best.
So, after taking your level in Living Monolith, dip a level in Snakebite Striker Brawler to get +1d6 SA Damage and Unarmed 1d6. Then take another 2 levels in Rogue to get another +1d6, Canny Tumble, and Take Panther Style as a Rogue Talent (Ninja Trick?). Have you taken the Combat Trick Rogue Talent yet?
But before you do any of that stuff, make sure you are taking your Vital Strike feats. It's also worth bearing in mind that you are only 2 Feats away from Whirlwind Attack and Broken Wing Gambit. Magda was saying that your Reach isn't good vis a vis Whirlwind Attack, but with that Level in Living Monolith, you get another 5' of Reach when you Enlarge.
Now I'm getting myself confused...

VoodistMonk |

After a separate discussion, I want to be a little more self-sufficient. The only real spellcasting is the Druid, the Slayer is really good with wands, but I don't even have UMD...
This is what it would look like going into Warpriest:
Weapon Master Fighter 3/
Scout Rogue 4/
Arsenal Chaplain 7
Feats:
1. Endurance
1. Dodge
1. Combat Reflexes
2. Gorum's Swordmanship
3. Power Attack
5. Mobility
7. Cut From the Air
8. Weapon Focus Greatsword
9. Vital Strike
10. Canny Tumble
11. Smash From the Air
12. More Weapon Training, yay!
13. Iron Will
13. Spring Attack
14. Quicken Blessing
Talents:
5. Trapspotter
7. Offensive Defense
BAB +11, bases saves +9/+7/+7
Gives me 2D6 Fervor because healing oneself is rad, 3rd level spells, a +1 scared weapon enchanment at my disposal... I really think this is the direction I am going to go. At least up to the point laid out (BAB +11). It provides enough bonus feats to afford Canny Tumble and Spring Attack... which is fun. Made sure to pick up Iron Will, because charging into battle from the shadows as a 13' tall Half-Orc still makes Living Monolith quite appealing.
I could go into it [Living Monolith] at 15, take Deific Obedience [Gorum] for some more SLA's [1st Exalted Boon], and access to Strength Domain Powers [2nd Exalted Boon] at 16... which is cool since Arsenal Chaplains only get the War Blessing. Could just play the Enlarge Person business as a gift from Gorum. Pretty sure I can get all of that to make sense by the time comes.
I realized I don't NEED Furious Focus, because I don't NEED to use Power Attack... it's just a prerequisite for Cut/Smash From the Air. Depending how far it goes after that, Circling Mongoose and Whirlwind Attack, probably. Ending with 12 levels of Warpriest isn't too bad. Sucks losing another BAB in Living Monolith, but it will be ok. Totally worth it.
There's something awesome about being a Greatsword swinging, Strength-based fighter with so much mobility... and doing it whilst Large is going to be legen-wait-for-it-dary! Praise be to the mighty Gorum.

Thunderlord |

I don't know if this character is already made or if this is a theory craft but if you can help it, I would recommend adding the Skulking Slayer archetype as a half-orc to add to your rogue levels. You get the ability to add sneak attack to your cleave for when you aren't charging. This also adds the cleave chain to your list of feats if you weren't sure what to pick up. While you still have vital strike as an option, cleave and surprise follow through give you some crowd control ability.

Scott Wilhelm |
I don't think I recommend Warpriest, especially not Arsenal Chaplin. You already have Weapon Training as a Weapon Master
Feats:
1. Endurance
1. Dodge
1. Combat Reflexes
2. Gorum's Swordmanship
3. Power Attack
5. Mobility
7. Cut From the Air, BAB+6
So, this is where you are right now?
8F3R4Ra1: Dex +1, Freebooter, Freebooter's Bane, BAB+7
This doesn't give you spellcasting, but you can use Wands with Ranger Spells such as Cure Light Wounds. I really like Lead Blades for this character. Your Greatsword will do 3d6, and you were saying your party likes sneaking up on opponents then rushing them at chosen moments, so it sounds like you should have plenty of opportunities to use your Wand as a Standard Action then use Freebooter's Bane as a Move Action the Round before combat.
9F3R4Ra1Living Monolith1: Iron Will, Ka Stone (Toughness), Enlarge Person, Swift Action, 3/day
The Ka Stone gives an +1 Attack while Enlarged as if LM were a Full BAB Class. Now your Greatsword does 4d6 Damage, and you can still do your self-buffing in 1 round since EP is a Swift Action.
9F4R4Ra1LM1: Vital Strike, Canny Tumble, BAB+8
You already have Gorum's Swordmanship. That lets you combine Vital Strike with a Charge. You've got to take Vital Strike, and now it will do 8d6 Damage. The other thing Gorum's Swordmanship lets you do is apply Vital Strike to an Attack of Opportunity made with a Greatsword: Dude!
So, we need to get you Attacks of Opportunity, and we need exploit Canny Tumble and Unlock your Sneak Attacks. And at level 8, your Power Attack would now be -3/+9? I'm thinking Furious Focus is in order.
Vital Strike Feats: Furious Focus, Devastating Strike, Improved Vital Strike, Greater Vital Strike
Mobility Feats: Acrobatic Charge (Rogue Talent, actually), Panther Style, Panther Claw, Panther Parry
Attacks of Opportunity: Broken Wing Gambit, Snake Style, Snake Sidewind, Snake Fang.
10F4R5LM1Ra1: Sneak Attack 2d6
11F5R5LM1Ra1: Reliable Strike, Devastating Strike, BAB+9
12F6R5LM1Ra1: Furious Focus, Weapon Guard +2, BAB+10
13F7R5LM1Ra1: Weapon Training +2, Advanced Weapon Training, Fighter's Tactics, Broken Wing Gambit, BAB+11
Funny story: you don't technically need any allies to use Broken Wing Gambit. You count as your own ally, and the fact that it's a Teamwork Feat does not mean it "makes no sense or is impossible" because the wording of Teamwork Feats does not actually say you need allied with the Feat to use it: you only need allies "in most cases," and BWG doesn't have any specific wording that makes acting as your own ally make "no sense or be impossible." But if your GM still denies you, then just take Paired Opportunist as well. Then you get to make Attacks of Opportunity as if you and all your allies had both BWG and Paired Opportunist. Actually, it would be a good idea to just dip a level in Cavalier and take Paired Opportunist. With Tactician, Fighter's Tactics, Broken Wing Gambit, and Paired Opportunist, whenever any of you are Attacked, ALL of you get Attacks of Opportunity!
So at this point, when you Charge with a round before to self-buff, You can use your Vital Strike for 8d6 Damage, +6 Damage for Devastating Strike, + 9 Damage from Power Attack with no penalty, +1 Damage from Freebooter's Bane, and you get 2d6 Sneak Attack Damage. And then you use Broken Wing Gambit, so if there is anything left of your opponent after your Charge, and if he decides to hit you back, you get an Attack of Opportunity that also does Vital Strike Damage +6 or +9 (I don't exactly recall if you have to keep still using Power Attack for Attacks of Opportunity.).
In rounds following, you use Canny Tumble to do a quick move around your opponents, then use your Standard Action Attack to beat on them with Broken Wing Gambit & Vital Strike +16. Then you still keep getting to use VS when you get your AoO!

VoodistMonk |

Can't really retrain Sulking Slayer into my Rogue levels... Trapfinding/Trapspotter/Disable Device have already been used, so replacing them now doesn't make sense.
Arsenal Chaplain allows a path to redemption, which is huge. Being able tl show my face in public would be nice. It also continues my Weapon Training... with 12 levels of Warpriest it's a +4/+4 @ 20, +6/+6 with the gloves. That is pretty nice, as well. Good Will saves, self healing, actual spellcasting... I don't see Ranger offering this much. And going back into Fighter without redemption is not an option.
By the time level 12 to 14 rolls around, I am pretty sure both of them will have access to Assassinate, which should keep combat from lasting too long. And it really fits our SOP. Being able to the grow Large to mop up what's left makes sense around this level anyways. Plus, I have to juggle the skill requirements for Living Monolith... Warpriest at least gives me Know:Religion, leaving me to figure out Know:History (can probably put it on a headband by that time)...

Scott Wilhelm |
It sounds like you are making character decisions based on roleplaying needs, and I can't really speak to that if you have a special, in-game reason for taking a particular character class.
I think you should take a look at Divine Commander instead of Arsenal Chaplain. 3 levels of Divine Commander gives you Tactician and a Teamwork Feat. I recommend Broken Wing Gambit, which gives you and your Allies Attacks of Opportunity just for being attacked. You Divine Fighting Technique lets you apply Vital Strike Damage to 1 Attack of Opportunity/Round, and with Tactician, whenever any of you are Attacked, ALL of you get Attacks of Opportunity!

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Or you could take vigilante levels...
Make an alter ego to hide behind. Some Crimes cannot be forgiven by some people. So make up your own “witness protection program”.
Embrace this new personality. Let your old hero “retire” from the group and let the new alter ego “replace” him.
I would recommend avenger over stalker in your case.
Vigilante talents to check out:
Close the gap
Combat Skill
Expose weakness
Mad rush (cool but come online to late for you)
Shield of blades
Steel Resolve
Vital punishment

VoodistMonk |

Redemption is an integral part of this character's ambitions, and I am willing to make choices around that. I do appreciate the screw redemption choices that have popped up, though. Even the Vigilante suggestion made me smile, and Vigilante has to be one of my least favorite classes (it's the execution, not the concept).
I figure it's a pretty kind gift that Arsenal Chaplain is being allowed to continue the Weapon Master's Weapon Training, I imagine these normally wouldn't stack levels... and if they did, probably not on the Weapon Master's frequency... it would be a shame to not take advantage of such an offering. I also haven't used my FCB, and have access to the Human's 1/6 Bonus Feat. Taking Deific Obedience is pretty much a fluff requirement as a price of my redemption. Only the devout are worthy...
I will see if the Slayer wants to start investing ranks in Bluff, and we can both take Broken Wing Gambit later. Even VMC, they don't seem to be hurting for feats, so it can't hurt to ask.