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As stated, Arcane Tricksters are hard stuff to build. My favourite take on it is a melee Arcane Trickster though.
Slower spell casting, however with a whip you can stay at range and deliver full round attacks. Ninja gives you an extra attack as a swift action (colliding with some magus arcanas, but still) and Magus allows you do do SpellCombat, which is yet another attack. Can also turn invisible as a swift action.
Not the most efficient but an interesting character to play with, having to watch out for positioning yet with some strong defensive options (Mirror image/invisibility as swift/decent AC-shield-int-dex-armour) and a mix of everything. Oh and sneak attack cause that's what we're here for.
How about this:
Phalanx Soldier(until you get the 2h in 1h)/Sacred Shield Paladin.
This gives you a lot of fun things to do, playing with reach and being by your allies to minimise the damage around them.
Went with Combat Patrol chain and the sort, a good battlefield controler.
Hey, I played one similarly. I went Oracle of BattleX/Paladin Sacred Shield 4/Polearm Fighter 3.
Anyway, I suggest Sacred Shield archetype as a Paladin :)
Kensai Magus might be a good dip for you. As a rogue, it gives you access to a lot of rather useful spells (to use as wands/scrolls).
Gives you access to True Strike which is what you want for a sure Trip.
This is a recopilation that everyone can use but will likely appeal to a specialised few. I would like your help with it though!
The reason for this guide is that I was trying to put together a character concept revolving around sniping with a crossbow. Almost futile. Threads like "One Big Hit build" and many others dealing with Vital Strike, Cleave and such have been the kindling for this.
Now, I have only a few suggestions and since Pathfinder is vast, perhaps we can all put down what we know. Eventually we can wrap this up in a google doc or with pretty colours :)
Team Up: Aid Another as a Move Action
Class Abilities or "dips"
Ranger(Freeboter): lvl1 – Freebooter’s Bane as a move +1 attack/damage to allies within 30ft against a foe, +1 per 4 levels(replaces Favoured Enemy)
STANDARD ACTIONS or "what's the point of this"
Adding to the recopilation, what to have in mind:
Class abilities preferably must come early, for dips, however it would be good to have a list of all "as a move action" abilities that classes get for possible combinations.
To give an idea of how playstyle may change:
Thrills the Standard Action Switch Hitter:
I decided to build a Switch Hitter specialised in killing with one crossbow bolt, that could grab his meele weapon and still do well.
For this I turned to Heavy Crossbows(large), Vital Strike, Alchemist, Barbarian and Consumables.
Accelerated Drinker Trait.
This guy walks with iron vials in his hand ready to drink. Gravity Bow/Lead Blades/etc. Helps that the Gm allows the D&D masterwork Potion Belt.
1-4 levels in Alchemist.
This gives Bombs (2d6+Int). 2nd level extracts for Alchemical Allocation. Conductive Weapon allows you to use Bombs with a shot for 2 charges. Alchemical Allocation allows him to drink potions of Greater Invis/Named Bullet/Whatever up to level 3 without spending them.
1-2 levels in Barbarian.
This gives Furious Finish to maximise damage from Vital Strike ending your rage. You need a BAB of 6 though.
Kirin Strike. Using this Style Feat he'll add even more Intelligence damage to that single shot/hit. (Kirin+Targeted Admixture+Bombs = 4x Int damage)
Vital Strike feat chain and Impact Weapon/Gravity Bow/Lead Blades. See the Vital Strike threads out there.
He's a bit more complex with extra multiclassing but this is the bare version:
Feel free to give your character examples that use Standard Actions (but in Spoilers please)
Ah that's why you were making such a fuss about the Klar being sub optimal in another thread :) What other weapon are you using?
As always the "Finale" spells are maginificent. Also simple buffing in first round, Song+Quickened Spell+Spell, is going to make you/your party great.
If you're melee, Mirror Image, Displacement, are great. I do a fair bit of tanking with my arcane duelist (we're a party of 3/4 bab, I use crane style and fighting defensively). Cant help you with high level stuff though.
You're going to get an army suggesting that someone play a bard, so I'll be their vanguard.
Put a bard in there. Bards can come in many flavours too. The bigger the party is, the more awesome a bard is.
Sohei Monks can flurry with some weapon groups, and do not need to dip fighter because they gain weapon training.
"At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training. "
Azaelas Fayth wrote:
That's why I mentioned you'd do it to get a firearm :) and to get a cheap Ghost Touch firearm. The Crossbow thing is a choice for flavour.
I remember seeing something, perhaps a barbarian arch that allowed to throw 2 handed weapons at BAB...cant find it now.
Azaelas Fayth wrote:
Thank you for the clarification! I havent played him yet, just building him. It's..complicated, trying to make Crossbows AND vital strike an efficient choice. What exactly doesnt combine of the school and archetype?
I really like this. I have been trying to make a character work with a crossbow. It's a headache. You can do MUCH better with a firearm or crossbow.
With this change it makes Vital Strike a real possibility with crossbows.
Firearm: same damage, higher multiplier, can reload as move (with feat/thing) no matter the type if 2 hander.
Building a switch hitter you can also use Vital Strike. In this case "Impact" weapon property would help.
I'll elaborate on what I'm building. He's a switchhitter/potion user with a repeating crossbow and a lot of Int.
Accelerated Drinker trait (guy carries iron vials in his hand so as a move you can chug Gravity Bow/targetted admixture/whatever you need).
You can make it more impressive by one level Wizard Spellslinger to get a good nice firearm and the Prescience school.
To drink potions as a move action instead of a Standard (which lets you combine it with things like Vital Strike and other Standard action of other classes such as Alchemist Explosive Missile, Arcane Archer Imbue Arrow, Cleave, Spells..):
Drunken Rager Barbarian 1: lets you drink as move
Work in Shatter Defenses and Deadly Stroke.
Fighter level 8 minimum (or samurai 8, kensai 11).
I.e. level 11
4+4+5+2+1+8+1d6(3) = +27
This at level 11, without looking into buffs or manuch stuff.
And you can still move.
(Note that the build I posted above is MUCH more versatile. This one just does damage. The other is getting about 50 damage at 8th level guaranteed plus spells and shenanigans)
I'm currently building a sniper as a "one hit" wonder. Based around Vital Strike and Kensai 4th level Max out your damage. Perhaps a large or double heavy crossbow (2d8), but bows give str to damage too.
Spells like Named Bullet (lvl3 ranger, auto crit) and Aspect of the Falcon (ranger 1, x3 crit modifier), gravity bow, plus the maxing weapon damage or increasing multiplier from the Kensai, make for a hefty sniper.
Be invisible, pick your target, buff, destroy. Throw in Arrow Erruption for surprises.
I'm making it an int archer...he'll be using Kirin Strike.
Here's a rough sketch of my build:
This will give him Magus spell progression, Arcanas, max full base dmg on demand, Sneak Attack progression, Kirin Style/Strike. Making him a very efficient assasin.
Feats to consider:
Hope that at least gave you some ideas :)
Sohei monk can get good used of throwing chakrams with many attacks, weapon training etc.
Just because humans and other animals function one way doesnt mean all do. There are species of Bark Beetles that are inbreeding.
Also if they managed to grow to 2000 surviving the evolutionary bottle neck of a population of 3, chances are they are thriving. Could be attributed to a very fast rate of mutation, which sort of fits goblins. Perhaps even considering they live in bad environments, caves, etc, they are genetically disposed for this.
Or Deus Ex Machina, ey why not, it worked for the greeks.
Ashiel this item is crazy powerful especially for such a low price. It gives rogues sneak attack as a free action 30 times per day. There are feats that are increibly taxing to get this done. Ninjas need to spend a SWIFT action and 1 out of their usually max4-7 ki pool points to get this.
Because my Battle Oracle preffers to smoke his pipe peacefully in total cover while my Archer Fighter/Ranger fires 5 arrows with gravity bow and buffs cast on it.
Also known as:
No point in rolling, it'll just slow the fight down, just let the archer's turn come faster.
Also having a 20ft reach (lucerne hammer, enlarge, lunge), and able to cast Oracle's Burden (Blind).
Muay Thai doesn't train for grappling Wraith thats BJJ. He wants a Half-orc Tony Jaa not a Half- orc Royce Gracie :-)
Muay Thai has heavy use of grappling. Not necessarily on the floor making man love, but clinches, throws, locks, etc.
Edit: On thing is the sport, with rules about how/where to strike. Another is the martial art itself. Most martial arts cover all fighting situations. Muay Boran was a weapon originally, not a sport.
NOTE: If you are going to take Skill Focus, as a human, take the Alternative Trait that lets you take a Skill Focus every so many levels.
My ninja is using Snake Style and also going into Shadow Bloodline (Hide in Plain Sight, cool shift of characters and generally fitting/flavour), allowing me to take SF:Sense Motive, Stealth and eventually something else.
I have a Ninja/Oracle. One level in Oracle (Waves). The trick has been discussed before so it isnt new but: Obscuring Mist + Water Sight. It's a fun trick full of flavour.
"Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normal..."
I have used this to great effect, though you have to take care for your allies...they might not see a thing either.
Means you get sneak attack if they cant see you. If you go more than one level Baleful Polymorph is quite amazing.
I suggest using "Fighting Defensively" and Crane Wing Style (feats 1 and 3, attained through a monk moms dip or unarmed fighter)
- F.defensively: 2 Ac, -4 hit
Depends on the flavour.
Sacred Shields are very fun if you are a dedicated bodyguard. Throw on top of it Bodyguard feats, enchantments (Ultimate Equipment has some crazy good ones for armour/weapons when in Aid Another) and it's fun.
I'm playing a Oracle/Paladin/Fighter, goes as follows:
Disruptor and makes everyone take 50% less damage from the big baddies, can INMEDIATELY dash to an ally to make him benefit from the aura.
Combining it with Combat Patrol, a Lucerne Hammer, Lunge, Enlarge, Charge Through, Improved Overrun, and things like that and well, no one's getting to my archer ranger any time soon.
Personally, Rogue and Ninja advanced tricks are something that I wish were cross-class. Your DM might agree to this.
Ninja Master Trick: Greater Invisibility is a pretty good one.
The normal Rogue talent that lets you move out without getting hit by AoOs is decent aswell (although with an acrobatics check perhaps you can get by without it, dm dependant).
Personally the Bloodline feats are really interesting to flesh out a character - for my human ninja I am taking Shadow Bloodline (Eldritch heritage they are called i think), giving Darkvision and swapping positions with allies, as well as Hide in Plain Sight.
Fast Stealth is generally suggested in these forums.
Good luck let us know what you stick with!