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bartman
2010-10-23, 01:50 PM
I am not looking to uber-optimize here, however if there are some small tweaks you can think of, let me know.

We are playing with the Pathfinder ruleset, pretty much anything 3.5 available with DM Discretion. No Psionics/ToM/MoI allowed, as the DM does not know the rules and does not care to learn them at this time.

Level 10, 62,000 Starting gold.

My idea is a Cloistered Cleric 1/Pathfinder Rogue 7/Swordsage 2, ending as CC1/PR10/SS9 at level 20.
Pathfinder Rogue will be my favored class.

My progression up to level 10 is this:

1 CC1 Knowledge Domain, Mind Domain(Trade for Know. Devotion), Animal Domain(Trade for Devotion), Lore (Bardic Knowledge), Spells(not yet determined)
2 PR1 SA1d6, Trapfinding
3 PR2 Evasion, Talent(Finesse Rogue)
4 PR3 SA2d6, Trap Sense +1
5 PR4 Uncanny Dodge, Talent(Minor Magic(lvl 0 arcane spell?))
6 PR5 SA3d6
7 PR6 Trap Sense +2, Talent(Feat (TWF))
8 PR7 SA4d6
9 SS1 Quick to Act +1 Init, Weap Focus (Diamond Mind), 6 Manoevers (IL5), 1 Stance
10 SS2 AC Bonus(Wis), +1 Manoever (IL6), +1 Stance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~
11 PR8 Imp Uncanny Dodge, Talent(Major Magic(lvl 1 arcane spell?))
12 PR9 SA5d6, Trap Sense +3
13 PR10 Advanced Talent(Dispelling Attack)
14 SS3 +1 Manoever (IL8)
15 SS4 +1 Manoever (IL9), WIS to DMG(When using "School" Manoever)
16 SS5 +1 Manoever (IL10), +1 Stance, +2 Init
17 SS6 +1 Manoever (IL11)
18 SS7 +1 Manoever (IL12), Sense Magic
19 SS8 +1 Manoever (IL13), +2 Saves(when in "School" Stance)
20 SS9 +1 Manoever (IL14), +1 Stance


Feats (PR = Pathfinder Rogue Class Feature Feat, FL = Flaw,
~~~~~
*FL Quick Draw
Flaw ~ Vulnerable
H Master of Poisons
1 Blind Fight
PR2 Weapon Finesse
3 Combat Expertise
5 Craven
PR6 2 Weapon Fighting
7 Superior Finesse (Alerac Entertainment book, "Feats", DEX to DMG)
9 Imp 2 Weapon Fighting
~~~~~~~~~~~~~~~~~~~~~~~~~
11 Mage Slayer
13 Pierce Magical Concealment
15 ?
17 ?
19 ?

Items(2270 gp left)
~~~~
Headband of Mental Prowess +2 (INT(Perception)/WIS)
Belt of Incredible Dexterity +2
Ring of Shield (+4 Shield AC as Shield spell)(homebrew)
Artificers Monocle
+3 Mithral Chain Shirt of Sneaking (+5 Stealth)
+1 Keen Rapier
+1 Keen Short Sword
Drow Poison (10 Doses)(Injury DC 13 Fort, Uncon 1 min/Uncon 2d4h)
Intensifying Agent (10 doses)(+1 Alchemical Bonus to poison Save DC)(Poisoncraft book)
Handy Haversack
Anklet of Translocation(2/day 10' Teleport swift action)
Shiftweave (Outfit can appear as any of 5 specific outfits)
Bracers of Blinding Strike (+2 Competence Init, 3/day extra attack after full attack)


I am using the Pathfinder Cleric ability "Channel Energy" instead of Turn Undead, it is the sme number of times per day, and my DM is allowing me to burn it for devotion feats. I am using poisons because I have always liked them, and I know my DM will not be mean and specifically get enemies immune. I also like the out-of-combat flavor poisons add, since this will be a heavy RP campaign. I will be focusing on the Diamond Mind and Shadow Hand schools, have not yet ironed out my manoevers, but if you have some good suggestions I am open to hearing them. My headband grants me HD ranks in 1 skill, I chose perception.

As you can see I still have 3 feats open at the end of my build, any suggestions? Any comments or changes to my current build?

Thank you in advance

thompur
2010-10-23, 02:00 PM
Well...your pecs could use a little more definition, and your legs need...what?...OOOHHH. the character. I'll get back to ya.


Edit: I'm back. Well, you've got one of my favorite magic items(Artificer's Monocle). My second, because I HATE miss chances, is Gauntlets of Ghost Fighting. only 4000gp-ignore miss chance due to incorporeality, +1d6 damage to incorporeal foes. Situational, I know, but very handy to have in your sack when they're needed.
Edit2: Ah, I see only 2270 gp left. Well, Quaal's Feather tokens are useful. Also, potions for situational uses.