Dungeons and Dragons Megathread

Oh one thing I'd forgotten is you can cheese that extra 10% crit rating on the Nodachi even more by taking Bleeding Critical, Bleeding Critical applies a 2d6 bleed effect on enemies damaged by criticals and the bleed from it stacks with further crits
 
Is the general agreement that wider crit is better than higher crit?
Generally, since it allows you to take advantage of the various critical feats. Critical Feats - Pathfinder_OGC

Weapons like Scythes are extremely good when they crit, but they can't do so as reliably as it's crit chance maxes out at 10% as compared to the Greatsword's 20% chance or the Nodachi's 30%.
 
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Generally, since it allows you to take advantage of the various critical feats. Critical Feats - Pathfinder_OGC

Weapons like Scythes are extremely good when they crit, but they can't do so as reliably as it's crit chance maxes out at 10% as compared to the Greatsword's 20% chance or the Nodachi's 30%.

I'm just thinking, 10%, but twice as well when it does.

At this point, I am pretty much split between Scythe and Greataxe for starter, and then upgraded to Greatsword once I get some money, after I purchase a gun. (Nodachi is right out- 100 gp when I start with 105 average means

I'm not sure - I've been given the impression that the falcata, with its 19-20/x3 crits, is a serious contender for "best one-handed melee weapon" if you can snag proficiency without needing to spend a feat on it

Oh, yea, combining extended range *plus* higher crit is super nice! But I need my feats ^^ Being combination melee/ranged, and non-human, means I don't have slots to spare.
 
Ugh. I bought a few third party supplements for 5e (a few bucks each) and one of them is just dumb. It's labelled 'Fifth Edition Feats', but mostly consists of harkening back to the bloat of 3.5 and stealing Metamagic away from the sorcerer. (Also giving smite to clerics, adding Combat Reflexes in without explaining how this works with the Reaction Action and completely redoes the monk's deflect arrows feature).

On the flip side I bought 'Midgard Heroes for 5th Edition', which has new races and backgrounds. The races tend towards the weaker side ofd the scale, but that isn't bad for hombrew (Some are just bad though. A centaur with an innate 2d6 attack?), 2 sidebar supplements from Fat genius Games that give additional options for weapons and armour that aren't necessarily magical but are better than normal, and another supplement that's just 25 extra magic weapons, a decent chunk of which are usable.
(One is the Deathscorch axe, a +1 axe that bursts into flames when you reduce a foe to 0hp with it. It then deals an extra 1d6 fire damage on all attacks until the end of the combat)

Anyone found other good 3rd party stuff for 5e?
 
Ah. Even so, I need 105 to stretch between two-handed weapon, bow (or other ranged weapon), and armor. Shortbow's 30, so that'd leave me 15gp for armor+ammo.

Why not pick up some Chakrams for your backup ranged weapon? While bows are obviously better at higher levels, at level 1 you're only getting one attack per round anyways, and chakrams are just 1GP each. Admittedly, they only have 30ft. range, but I find that's usually plenty. And if you pick up, say, five of them, that leaves you with 40GP to spend on armor, which can get you most of the light armors or the cheaper mediums.
 
Why not pick up some Chakrams for your backup ranged weapon? While bows are obviously better at higher levels, at level 1 you're only getting one attack per round anyways, and chakrams are just 1GP each. Admittedly, they only have 30ft. range, but I find that's usually plenty. And if you pick up, say, five of them, that leaves you with 40GP to spend on armor, which can get you most of the light armors or the cheaper mediums.

Oh, good thinking! I tend not to think of disposables. Though, if I'm that close, I'll probably want to melee anyway... still gotta think about bow.


Also: Love Merfolk stat mods ^^ Normally I have a hard time balancing between getting my good stats high enough without dropping the others too low since I normally don't like too much dumping. Here, though? Three 16s on 20-point buy? Easy-peasey! Makings doing a hybrid melee-range character so much easier.
 
I take it you're planning on taking the Gunsmithing feat?

Seems like a given, but considering I won't have a gun at first nor likely the ability to afford one- especially not a good revolver- I'm thinking of making it my lvl 3 feat.

Interestingly, while the Savage Technologist is meant for guns, it works pretty well without them. Raging gets my dex AC bonus to +5 and makes me just fine with any ranged weapon, and I don't get gun-specific powers til 2 and 5.
 
So I'm playing a 3.5 game in which anything first or second party (ie: dragon magazine) is allowed. We just had our first session, and basically I'm the party face. Level 1 Spellthief, bluff for days, only character with a backstory more than a couple sentences. Doing a ranged (elf) sneak attack stuff, involving hiding- not that I've managed to get that to work yet.

Rest of the party is :

Focused Specialist level 1 Transmuter Wizard (AKA: Captain Useless)
Level 1 Favored Soul (Healbot)
TWF Swordsage (He tries).

Then there's me. I actually put some thought into non-essential things while designing my character- aside from a healthy dose of minmaxing (LA+1 race, with a template to make it +0, with a second template that shifts some scores around and gives me some thematic SLA's, none of which do damage or are combat relevant)- so I have things like soap, a disguise- oh, and I own the party's tank.

Specifically, taken out of another discussion on SV, I started with a Boar. Ten gold. 31 HP, 18 AC (with armor). We ran into a pack of goblins. The swordsage killed one and finished another I knocked down to half health. The healbot did 1 damage. The wizard hid in the back and did nothing. I shot two and injured another.

The pig slaughtered four of them. They all attacked him, every attack missed. If we didn't have the pig, the rest of the party probably would've died.

Not me, because ranged and hiding and bluff checks.

Next session is probably in a week, hopefully we'll get more stuff done then.
 
@Q99 : What is your plan for reloading your gun?
Because you need a free hand for that, and if you're wielding a weapon in your off-hand, you can't do that.

Fear not though - if you don't care terribly much what off-hand weapon you wield, you can just use a gauntlet or a cestus. Both allow you to still manipulate things with your hand, which is sufficient for reloading. And the cestus can be suitably cool as well.

Also, you may want to consider a dip into Gunslinger.
Not just for the free gunsmithing-feat, or the few deeds. Well, partially for the deeds.
No, the real trick would be to take Amateur Gunslinger and Amateur Swashbuckler first. If you're using combat stamina, both grant you two deeds, for a total of four deeds. Together with the two Grit/Panache points that grants, that's actually pretty nice already.
If you then dip into Gunslinger, the following happens:
- you may gain more grit, if your wisdom is 14+
- you retrain the feat into extra grit, so it's two more grit points
- you keep your swashbuckler-deeds
- you gain the third fist-level deed
- if you can convince your GM of it, you can keep the deeds you got from the feat. This would allow you to take an archetype, but still have the deeds it normally swaps out (a bit cheesy, admittedly).

Mind you, just Amateur Gunslinger and Swashbuckler are already pretty good, if combat stamina is in play.
Derring-Do is nice if you need a good skill-check with it's assosciated skills. Not for everyday use, but for the right situations it's good.
Opportune Parry&Riposte doesn't just protect you, it also hurts your enemies.
Quick Clear is pretty essential really, especially at earlier levels where you still have to content with misfires.
Deadeye can be nice at the start of combat.
And either Gunslingers Dodge or Dodging Panache is great for getting out of an opponents full-attack (you may still get hit by the first attack, but for the others you should be out of range).
And two grit points is sufficient, for the most part. Still, a dip would turn that into at least four, possibly five or more with good wisdom.
 
@Q99 : What is your plan for reloading your gun?
Because you need a free hand for that, and if you're wielding a weapon in your off-hand, you can't do that.

Revolver, six shots, when all six are empty either go strait melee or put down my other weapon for a bit.

Fear not though - if you don't care terribly much what off-hand weapon you wield, you can just use a gauntlet or a cestus. Both allow you to still manipulate things with your hand, which is sufficient for reloading. And the cestus can be suitably cool as well.

Or that ^^ And that'd be metal enough to fit with my savage technologist mermaid.

I have enough strength that I really can just carry a buncha options once I have the money for them... cestus, terbutje, greatsword, chakrum, bow, revolver! Then to start collecting rifles...

- you may gain more grit, if your wisdom is 14+

Wisdom's 8 ^^

If I wanted a gunslinger or swashbuckler type, I'd probably just pick 'em for the start. Going the grit/deeds/etc. route would involve using my first two feats on grit points and stuff rather than, say, Power Attack and Deadly Aim. Plus I do wanna get rage powers sooner rather than later.


Hm, I'm also thinking about traits. Strongtail is an absolute obvious must. Then I'm thinking the +3 rage uses one. Then past that, I do plan on getting a drawback, and I wonder if I should just get a +1 will save one....
 
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Ooh. Oooh!

oooo!


You know how I was talking 'gunslinger, or maybe paladin.'? And I pretty much dropped Gunslinger because, well, there's no movement booster, I would be stuck at move 15 at best. Sure they're ranged, but I don't want to always lag too far behind.

But what there is is Savage Technologist Barbarian archetype! I can plan a barbarian mermaid gunslinger!



And some of the Ultimate Intrigue stuff sounds cool but it's not up on srd yet, right?


Ariel had a habit to study surface technology after all...
 
Eh, I'm bored, let's post some fun Pathfinder-builds!

Overwatch is the word here.
And for that purpose, we use Overwatch-Style. Duh.

For those who don't know, Overwatch Style, Overwatch Tactician and Overwatch Vortex allow you to ready multiple attacks, eventually up to four of them. This already makes the style pretty good against spellcasters. But there are ways to make the build truly good.
Ranged Weapon Trick allows two more trigger-conditions for readied attacks. They even get extra effects - one negates enemy attacks of opportunity, the other imposes a penalty of enemy saves!

Enter the Crossbowman Fighter Archetype. Now sadly it replaces Weapon Training, but it gives us several good features in return:
- half dexterity bonus to damage with crossbows on a readied action
- denying enemies their dexterity to AC on readied attacks
Now, we get the latter ability at level 7. At this point, we also got four bonus feats out of this, which we can definitely use.

Making the best use of this demands that we get sneak attack somehow. The best choices here are Rogue and Vivisectionist Alchemist, both of which give +1D6 sneak attack per two levels.
But first, we take a level in Bolt Ace Gunslinger. This gives us proficiency with all crossbows (including exotic ones), we no longer provoke AoOs for loading them, and we can spend grit to attack touch-AC.
Now, if it's a choice between Rogue and Vivisectionist - I'd say "Both. Both is good.".

We take five levels of Unchained Rogue to get
- Evasion
- weapon finesse and dex-to-damage, in case we ever do any melee
- trap finding, danger sense and uncanny dodge
- two rogue talents
- one Rogues Edge/Skill Unlock
- and most importantly, debilitating injury. We can now penalize the attack rolls, armor class or movement of enemies we hit.

We then fill our remaining seven levels with Vivsectionist Alchemist. It gives us more sneak attack, some discoveries - and some alchemy, which at this point won't be terribly strong for our level, but is definitely nice to have.
Mind you, if you want to stick with being a non-caster, you can just add on more levels of Unchained Rogue to get the same amount of sneak attack.

But there is one more trick we can pull. Oracle Variant Multiclassing.
Specifically, grabbing the Cold-Blooded Curse. We only really want it after 11th-level - because at that point, we get to take a move action (for half speed) whenever we hit with a readied attack. Which for us should mean "four times per turn".
Now, for that we must have the reptilian subtype. Now this can be achieved in several ways: be a Kobold, be a Nagaji or be a Human/Half-Elf/Half-Ork with the Racial Heritage feat. Or, if allowed, be a Wyvaran (they have a third-party alternate racial trait that replaces their flight-speed, if so desired).
This is purely a high-level thing though, since this whole thing is otherwise quite feat-intensive. And there are better feats you can take - this is really best if you start at high levels, or use re-training at that point


Now, how about the actual build?
Well, I won't address race. Options depend on what you want and what your GM allows, and all work - though the Wyvaran is best, followed by Human, if you want to go for Oracle-VMC eventually.
Ability Scores are easy. Dexterity, everything else is nice to have, we don't need Charisma or Strength much. Wisdom is good, we have a weak will-save.

Levels: Fighter 7/Gunslinger 1/Unchained Rogue 5/Alchemist 7, in that order
Feats:
1: Point-Blank Shot 3: Weapon Focus 5: Overwatch Style 7: Snap Shot 9: Weapon Trick 11: Improved Snap Shot
From here one out, you can either retrain into Oracle VMC or go for these feats: 13: Combat Reflexes 15: Critical Focus 17: Staggering Critical 19: Sneaking Precision
Fighter Bonus Feats:
1: Rapid Reload 2: Precise Shot 4: Rapid Shot 6: Overwatch Tactician
Rogue Talents:
10: Weapon Training (retrain Weapon Focus into Iron Will) 12: Combat Trick (Overwatch Vortex) 14: Ninja Trick ((Style Master (Overwatch Style) retrain Overwatch Style into Improved Critical (Crossbows) - or some earlier feat if you go for Oracle VMC)
Alchemist Discoveries:
15: Bleeding Attack 17: Infusion 19: Wings or Tumor Familiar
Oracle Revelations: (Battle Mystery):
War Sight, Resiliency, Iron Skin
Magic Items:
Sniper Googles are essential to apply your sneak attack beyond 30 feet.


We end up with a BAB of +18, a Fortitude-save of +14, a Reflex-save of +14 with Evasion and a Will-save of +7.
We end up with four attacks per turn that can apply a penalty to their saving throws against one spell. They also come with +half dexterity and +7D6+14 (+7 points of bleed) sneak attack, as well as debilitating them and either allowing us movement, or having a good chance of applying a critical feat to the enemy.
For out-of-combat, we can disarm traps, have on average ~5 skill points per level (more with right race or good intelligence) and eventually gain some alchemy and a skill unlock.

This is the above build at level 5.

We start out as human to get this up to functioning ASAP.
Feats are:
1: Rapid Reload 1: Rapid Shot 2: Point-Blank Shot 3: Precise Shot 4: Weapon Focus (heavy crossbow) 5: Overwatch Style

Ability scores are Strength 10, Dexterity 21, Constitution 14, Intelligence 12, Wisdom 14, Charisma 7.
We get five skill points per level (2+1 from int+1 from FCB+1 race), so we maximize Acrobatics and Perception, and still have 15 skill points left over.

The typical combat action consists of readying two attacks as a full-round action. These attacks deal 1D10+3 damageand are made with a +12 to attack (both higher with a magic weapon

This build is higher level, and has started to exploit the full possibilities offered here.

This is a Fighter 7/Gunslinger 1/Rogue 4 build
The additional feats are:
6: Overwatch Tactician 7: Snap Shot 9: Weapon Trick 10: Iron Will 11: Deadly Aim 12: Overwatch Vortex

Dexterity has been raised to 23, and we can safely assume a +4 item by now.

By now, we can ready four attacks. That can be "enemy moves", "enemy attacks", "enemy casts a spell" but also "enemy makes a saving throw". Indeed, your spellcaster allies will love you for the latter, since it applies a -4 penalty to that save. We also threaten a 10-foot area, for what it's worth.
The attacks deal 1D10+2D6+17 damage by now, increased by magic weapons, and are rolled with a +17 to attack against flat-footed AC. They also debiliate, either halving enemy movement, imposing -2 to attack rolls or -2 to AC (-4 against you). And important shots at short range can be done against flat-footed touch-AC.

We stick with Rogue, ending up with Fighter 7/Gunslinger 1/Rogue 12.

The additional feats are as follows, with two more being from Rogue Talents:
13: Improved Snap Shot 14: Improved Critical (Crossbows) 15: Critical Focus 17: Staggering Critical 18: Sneaking Precision 19: Combat Reflexes 20: Stunning Critical

Dexterity should be up to 30 with tomes, and have a +6 Item.

We still get the same four attacks, and get a lot of opportunity attacks if anyone gets close. With a 17-20 critical range, we have a decent chance of stunning an enemy - and can do the same to any enemy that gets hit twice by us.
Damage is up to 1D10+6D6+22 plus magical enhancements and inflict 6 points of bleed, with an attack bonus of +27 against float-footed AC (and possibly flat-footed touch AC

Instead of the feats above, we trade 5 feats for Oracle Variant Multiclass, and take Alchemist-levels instead of Rogue levels.

This build doesn't get any more feats compared to level 12. Instead of Human, this is a Wyvaran (or if not allowed, a Human with Snake Ancestry).

Instead, the build gets third-level extracts and a tumor familiar for scouting and assistant tasks. But better yet - whenever a readied attack hits, this build can move 15 feet. That's a lot of mobility that easily allows the character to cover multiple approaches, move away from charging enemies, or even move closer to threaten a spellcaster.
 
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forced a near abandonment of D&D in favor of Pathfinder
No, it really didn't.

We enjoyed 3e, we enjoyed 3.5e, we enjoyed 4e, and we are enjoying 5e.

If you were so happily offended that you couldn't possibly play 4e, that's not on 4e -- that's on you.

4e was a very different game from previous editions. But it was still a fun game, and it was still a very enjoyable edition of D&D.

I honestly wish there were a bit more of 4e in 5e, like some kind of re-named Healing Surges instead of the dumb Hit Dice mechanic, and more "forced movement" abilities to make tactical combat interesting again.
 
Submitted for your approval,

Name: Klassalka Hulh
Species: Merfolk
Alignment: Chaotic Good
Sex: Female
Gender: Female
Height: 6'3"
Weight: 195 lbs
Age: 19 years
Class: Savage Technologist Barbarian
Campaign: Distant Worlds

Hair color: Orange
Eye color: Grey
Skincolor: Tanned, with dark orange scales

Level: 1

BAB: +1
Melee: +4
Ranged: +4

HP: 17

AC: 18 (studded leather + natural + 3 dex)
Touch: 13


Fort: +5
Ref: +3
Will: 0

Speed: 25 ft. land, 30 swim

Low-light vision


Str 16 +3
Dex 16 +3
Con 16 +3
Int 10 +0
Wis 8 -1
Cha 14 +2

Rage powers:

Barbarian abilities:
Rage- As a Free action, may enter state of rage with +4 strength +4 dexterity +2 morale bonus to will. While in rage cannot use Cha, Dex, Int-based skills (except Acrobatics, Fly, Intimidate, Ride) or any ability that requires patience or concentration. Ending rage is free action. Fatigued for rounds equals to 2x rage length when rage ends. 11 rounds/day (4+ con + 3 trait)

Fast Movement- +10 speed

Racial abilities:
Amphibious- Merfolk are amphibious

Armor- Merfolk have +2 natural armor

Legless- Merfolk have no legs and cannot be tripped

Low-light vision- Merfolk possess, low-light vision

Skills (4 ranks + 2 background)-
Acrobatics Dex +7 (1 rank), Appraise Int +0, Bluff Cha +3, Climb Str +3, Craft Int +1 (1 rank bg), Diplomacy Cha +6 (1 rank), Disguise Cha +2, Escape Artist Dex +3, Heal Wis -1, Intimidate Cha +2, Knowledge Geography Int +1 (1 rank bg), Perception Wis +3 (1 rank), Ride Dex +3, Sense Motive Wis +3 (1 rank), Spellcraft Int +0, Stealth Dex +3, Survival Wis +3 (1 rank), Swim Str +3

Feats:
Power Attack- (-1 hit for +2 damage)

Traits:
Strongtailed (15 land speed/30 swim)
Berserker of the Society (+3 rage rounds per day)
Auspicious Tattoo (+1 will)
Sleepy (-2 vs sleep, prefers to sleep 12 hours a day)

Languages:
Common, Aquan

Important Equipment:

Weapons:
Greatsword (2d6 19-20/x1)
Cestus (1d4 19-20/x2)
Shortbow (1d6 x3)



Armor:
Studded Leather (+3 armor, -1 checks max dex 5)

Background:
Born Cessera, somehow this young mermaid got it into her head to leave the safety of the lake her isolationist tribe lived in or the known safe stretches of river and stream connecting to it, and swim the river Sellen all the way up to Numeria. She ended up, still a young girl of no more than five or six, being pulled from the river by a 10 year old Kellid boy. She promptly headbutted him, then laughed when he fell in the water. Then, seeing he couldn't swim and was actually having trouble, pulled him out. His parents had been watching, and found the whole thing most amusing. The boy, Lorek, became her brother, Delka and Holrog Hulh her parents, and she was adopted into the tribe, seeing as she had no-one else and the tribe was low on numbers, not being popular with several other neighboring tribes due to their willingness to use technology. They Kellidized her name into Klassalka, and brought her into their family.

She learned their ways and grew big and strong, helped them catch their rivals by surprise through her use of the waterways, earning her a tattoo of the clan's totem animal, was taught how to use gun, sword, and axe. She spent an amount of time totally atypical for merfolk, finding the adventures of the land more attractive than the safety of the water. When she came of age, though, she desired a gun of her own, so her father, Holrog, noting they didn't have one to spare, sent her on a journey to earn her place in the world, and promised to return one day to the tribe with riches and stories of glory. She traveled the Sellen again. She visited cities and became a pathfinder. She visited Mivon and gained scars in some not-very successful duels. Klassalka met other races. But a mere look failed to satisfy her, she has yet to earn her gun or her glory, so her journey is just beginning!


Inventory:
Studded leather armor
Greatsword
Shortbow
20 Arrows
3x waterskin


0 GP


XP:
0


Not her exactly- river mermaids don't run into a lot of sharks- but is a style she would totally approve of

Anything obviously wrong on this that needs fixin' / future advice?

Also- she has a tattoo of an animal (I'm thinking on her hip). What animal do you think it should be?
 
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No, it really didn't.
It kind of did, Pathfinder unseating Dungeons and Dragons from it's long held throne and becoming the best-selling P&P RPG until 5E did not happen in a vacuum.

We enjoyed 3e, we enjoyed 3.5e, we enjoyed 4e, and we are enjoying 5e.

If you were so happily offended that you couldn't possibly play 4e, that's not on 4e -- that's on you.
First of all if anyone should be accused of being so easily offended it's you. All I did was make a joke and clarify that joke about how 4E failed to maintain D&D's position with it's radical changes, you're the one putting words in my mouth by saying I was so offended I won't play 4E, which I do in fact play, it's probably one of the best games to teach P&P basics on due to it's simplicity.
 
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@Q99 Why the low Wisdom, but high Charisma?
Barbarians are not known for their good Will-saves. Taking a further penalty to it due to low Wisdom will likely end up hurting you and your group quite a bit.
Now, I know you probably want decent Charisma for Diplomacy. But consider that low Wisdom is currently hurting three of your skills (Perception, Sense Motive, Survival) and it's not even a good trade on the skill-front. Plus, you get a pretty good bonus to Diplomacy anyway, lacking a two-point bonus won't be that bad.
Suggestion: Put your Charisma at 8 before racial modifiers, and your Wisdom to 12. That gives you Wisdom 12, Charisma 10. That works out to +2 to will saves, +2 to three skills and only -2 to one skill (from the skills you have trained).

Auspicious Tattoo is a race trait you don't technically qualify for. However, this is easily fixed via GM-permission or the Adpoted-trait (which then takes up your social trait slot).
Alternatively, you can take Birth Mark. That can look basically however you want too, and gives +2 vs. charm and compulsion instead of +1 to all Will-Saves. Which is what you need your will-save against the most anyway. Also, it's a faith-trait so there's no problem with taking it.

You seem to have taken a Drawback (Sleepy). Yet you only have two traits selected (Strong Tail doesn't count as a trait here, it's a "racial trait" (given automatically by your race) instead of a "race trait" (one of the traits anyone can pick, which happens to have a race as a prerequisite).) Now maybe the last trait slot is reserved for a Campaign trait or such, in this case, disregard.
Suggestion: there are a ton of good traits you could pick up instead. Here are some:
Roving Range increases the range of all your ranged weapons by 5 feet. Given that you'll use a pistol, and how important range is for firearms, that's pretty good. Granted, it conflicts with Berserker of the Society.
Second Chance is really good. Rerolling a failed save once per day can easily be "don't die once per day".
Hermean Paragon is a regional trait from the Steaming Sea - which does have a good merfolk population, incidentally. Also easily refluffed if necessary. +2 to Initiative is always good.
Patient Optimist is a religion-trait. It only works against unfriendly/hostile creatures, but then it gives +2 to Diplomacy and, more importantly, a free reroll whenever you fail (no daily limit or such!). It's a religion trait.

Personally, I'd probably use this setup:
Adpoted (Social) -> Auspicious Tattoo (Race). +1 to Will is easier to track, I don't really like fiddly bonuses.
Second Chance (Religion). It's just too good to pass up.
Roving Range (Combat). It's +25% range for your pistol. However, if you can re-train traits, starting with 3 extra rounds of rage isn't a bad idea - just so long as you can take this one later on.
 
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@Q99 In regards to feats might I suggest strong personality which would replace your wisdom with your charisma against all mind affecting will saves. Which is after all basically everything except for disbelieve.
On the other hand a high wisdom would help with being a gunslinger should you ever decide to sideclass into that.
And did you ever thought about Urban Barbarian for the variable rage that you could add to dexterity?
 
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Why the low Wisdom, but high Charisma?
Barbarians are not known for their good Will-saves. Taking a further penalty to it due to low Wisdom will likely end up hurting you and your group quite a bit.
Now, I know you probably want decent Charisma for Diplomacy. But consider that low Wisdom is currently hurting three of your skills (Perception, Sense Motive, Survival) and it's not even a good trade on the skill-front. Plus, you get a pretty good bonus to Diplomacy anyway, lacking a two-point bonus won't be that bad.

Honestly? RP reasons. I like playing very social characters. I'm not planning on focusing too heavily on the wisdom skills either.

The main thing I'm worried about is the will-saves, hence the plus-will to compensate.

Yet you only have two traits selected (Strong Tail doesn't count as a trait here, it's a "racial trait" (given automatically by your race) instead of a "race trait" (one of the traits anyone can pick, which happens to have a race as a prerequisite).)

Thank you, I didn't realize that :)

Second Chance is really good. Rerolling a failed save once per day can easily be "don't die once per day".

This one is actually tied to following a Halfling god, Chaldira Zuzaristan (one of the things the srd won't well you).


Personally, I'd probably use this setup:
Adpoted->Auspicious Tattoo. +1 to Will is easier to track, I don't really like fiddly bonuses.
Second Chance (Religion). It's just too good to pass up.
Roving Range. It's +25% range for your pistol. However, if you can re-train traits, starting with 3 extra rounds of rage isn't a bad idea - just so long as you can take this one later on.

Roving Range does strike me as a good possibility.


@Q99 In regards to feats might I suggest strong personality which would replace your wisdom with your charisma against all mind affecting will saves. Which is after all basically everything except for disbelieve.

Oooh, that's a good one too. With that and tattoo, I'd have a not completely horrible will save.

And did you ever thought about Urban Barbarian for the variable rage that you could add to dexterity?

It's first ability has the phrase 'this ability replaces fast moment,' which is an instant-out for Klassalka, she needs that move. But good thinking. The Savage Technologist's str/dex at full rather than one at full or two at half has some advantages too, even if not quite as flexible.
 
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