|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
I assume the melting power somehow caused a kitchen accident (such as melting a natural gas line, which then exploded).
For one attack every other round, which you can only do after a round of pre-buffing, and then only 3 times a day max if you use all your 4th-level spells on named bullet, that's not much. A Fighter archer of the same level should be able to get the same amount of damage in a round if he hits with all of his arrows, but he can do that all day, every round.
If you want a similar concept, try a Witch with the Strength patron and the Fate's Favored trait. Casting divine favor is a big accuracy and damage boost, and you can pick up Arcane Strike to keep damage up as well. And even on an Int-based full caster, you're better off with Rapid Shot than Focused Shot.
Damon Griffin wrote:
Hebrew letters are numbers too, right? What number does the word on the scroll make?
That also means that because Steadfast Personality lost the "insight" bonus type, it no longer stacks with Charmed Life, so it's a huge nerf for Swashbucklers. I traded it out for Iron Will.
Pietro will be a NG cleric of Njord, god of sea and wind.
Personality trait: "To me, a tavern brawls is a nice way to get to know a new city."
Hmm... with just a little bard, you're spending a standard action to throw up a +1 attack and damage buff, when you could be spending that on casting much better Inquisitor spells for yourself. The Archaeologist would perhaps fit better, letting you get luck bonuses as a swift action for those times when you can't cast buffs, but it replaces performance, so it sounds like it goes against concept.
I agree that VMC might be a better way to combine these, or switching to an Evangelist cleric for combining divine casting and bardic performance.
OK, here's the fleshed-out version (I'll make an alias if I get in):
Human Tempest Cleric
Feat: Resilient (Con)
HP 10, AC 16
Languages: Common, Primordial
Appearance & Background:
Pietro is a solidly-built man, thick with muscle and scarred with old callouses. His pale hair and eyes mark him as coming from the far north. While his eyes are sharp and hide considerable insight, he is used to serving a captain, and is slow to assert himself, unless it's with a weapon.
Pietro served as a sailor on the high seas, serving as navigator, spiritual advisor, and magical support for the crew. But the sea held no charm for him anymore, and he found himself longing to explore places that were not endless fields of rolling water.
He took leave of his crewmates, and eventually ended up Radlebb Keep, looking for ways to apply the skills he acquired as a sailor in new adventures.
Equipment is rejiggered a bit, but with the same gold cost.
I think I'm going with a human Tempest Cleric:
That's the base crunch; I'll fill in details when I have more time.
Don't overlook spectral hand. All touch spells become ranged touch.
Actually, they're still melee touch spells. They use melee touch attacks, but from a distance.
Spectral Hand wrote:
For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction.
Fruian Thistlefoot wrote:
As far as Opposed schools: Enchantment and Divination are the go to schools for me to oppose.
Do you spend double cantrip slots to prep detect magic? (I suppose you can probably get by with Spellcraft instead of read magic.) The other issue with opposed Divination is if you want Quickened true strike at higher levels to deal with concealment.
Magical Lineage + Empowered Spell on a ray of enfeeblement could be a solid tactic, if you take Greater/Spell Focus (necromancy). At level 5, you could be doing between 4 and 12 Strength damage with a DC 19 save for half as a second level spell (at CL 6 it goes up to a 6-13 range).
If not that, I'd go Heighten Spell at 5, so you can get a Heightened continual flame at level 7.
I agree a transmutation specialty could be good, to keep your Con or Dex bonus up. But abjuration? That's always my first pick for an opposition school.
Is there any particular reason you need to conceal your katana? The rules allow for hiding light weapons on your person (and there's a ninja trick that lets you specialize in that), so if having your weapon hidden is super-important to your concept, then you should probably either switch to a light weapon, or workout a houserule with your GM to use Sleight-of-Hand to hide larger weapons.
Also, the cloak goes over your normal clothes.
Here's a build idea I worked on for a melee witch using a quarterstaff. The Strength patron + Fate's Favored is key to keeping attack and damage bonuses high, and the protector archetype for your familiar is a big boost to your defense.
Choosing a second favored class as a half-elf doesn't mean you get any class features of that class. It means that if and when you take levels in that other class, you still get a favored class bonus (which you normally only get for one class). So if you stay a single-classed Summoner, that other favored class doesn't do anything for you.
Ditto what Chess Pwn said about the talents. Also, it looks like you've got a 22 point buy right now, so you'll need to tone down
Are you planning on investing in social skills? If not, then you get the same amount of panache whether you have 12 or 7 Charisma, so you could drop that to free up some points for other stats. Also, I agree that you don't need that much Int, since you're probably not worried about save DCs on your extracts.
I once toyed with the idea of a Warsighted Oracle archer, with either elf, half-elf, or kitsune for the proficiency. That gets you full divine spellcasting, plus archery including bonus feats through Martial Flexibility. The Wood Bond revelation is a great accuracy boost if you pick the Wood mystery. It also stacks with the Psychic Searcher archetype for some skill support, but you get no revelations until 19 that way (but you can get a Ring of Revelation for that).
I assume you're playing some kind of unarmed melee build then? Really, you're almost certainly better off sticking with Druid for the higher spell levels and scaling wild shape. A single level of monk for Wis to AC while wild-shaped and 2 bonus feats (if you retrain your current IUS to something else) could be a good deal.
But what does an Investigator use his swift actions for? I suppose a Psychic Detective could cast something like liberating command on occasion, or spend Inspiration on a save, but that will be relatively rare. I just don't see the situation coming up that much.
Stick with city-raised, use your other talent to get adopted, then helpful (halfling). Use your whip to provide aid another during combat for +4 bonuses to hit or AC for your allies.
Eh, I've never been into Aid Another builds.
I really like Domino Effect
Doesn't Quick Study kind of make that redundant?
Honestly, I'm not sure the half-orc for longsword is worth it. You can already either have the same d8 with better damage types with a morning star, or a d6 with a better crit range with a rapier. In both cases, you can make the weapon Inspired which is very desirable as an investigator.
Hmm, good point. I'd originally gone with half-orc for the greataxe proficiency (for which I rate the d12 damage die higher than inspired), but switched to sword-and-board to make up the AC from the loss of natural armor from barkskin/mutagen.
But now I'm wondering if 14 Con, Toughness, false life, and either mirror image or shield as a first-round buff could be sufficient protection to go back to a THW build.
Some Other Guy wrote:
Personally, I'd prefer Great Fortitude as a melee character with a weak save. I'm currently playing an investigator and the weak fortitude save gets me into trouble multiple times. There are some really good talents, so Extra Investigator Talent might be useful (or maybe not since you can't take alchemist discoveries).
Well, Fate's Favored + Sacred Tattoo give me +2 to all saves at level 1, so I'm not too worried. I can always use inspiration on a save if I think it might be crucial.
What talents do you think would be good for me? And keep in mind I can't take EIT until I get my first talent at level 5.
Aniuś the Talewise wrote:
Over four years ago, I applied for a job, and they said they'd let me know their decision by the end of that month. I actually still haven't heard from them.
OK, I think I've come up with a pretty good build for this archetype, and I want to have it ready for an upcoming convention. Tell me what you think:
Half-ord Investigator (Psychic Detective)
I'll use spells like false life and mirror image for defense, and heightened awareness for out-of-combat investigating. Gear will be Elven Chain, Heavy Darkwood Shield, and a Longsword. I'm wondering if there's anything better I can do with my feats, though. Any thoughts?
Sorry, I meant that a wand of burning hands is a terrible, terrible idea. It does 1d4 damage, with only a DC 11 Reflex save for half. For effectively 15 gp per charge, you're doing between 1 and 6 damage, but with a really easy save for half that might make it do nothing. Compare that to a flask of acid: you can do between 1 and 9 damage with a touch attack instead of offering a save, and it's only 10 gp.
So, in a word - if you don't include them you will be dinged for being racist or 'culturalist' or whatever because you are only including the dominant culture. Where if you do include them, you will be dinged for cultural appropriation.
Ah, but you're forgetting the middle ground, where you depict some non-white people, but not the entire culture, and get accused of "tokenism."
1a) You can sell back everything but used (or partially-used) consumables for full price as part of your level 1 rebuild.
b) If you want to use non-standard arrows (like blunt arrows, cold iron, or arrows with blanches/ghost salt pre-applied), and you will, then yes, keep track.
c) You should have an Inventory Tracking Sheet (you can print the one in the Guide to Organized Play), which has a box to write what chronicle number you used a consumable on, next to when you bought it.
2) You mark it just like you would any other purchase. By the rules you should get a GM to sign off on it, but it probably won't happen, so just make sure it's all written down if a GM eventually wants to check to make sure you really did buy it.
3) A wand of burning hands is teh suck. And until you have a way of getting more than one attack per round, I'd stick with javelins for ranged attacks rather than springing for a composite bow. For 2 PP, an oil of daylight or a scroll with 5 copies of lesser restoration are good purchases. Or you can save up for raise dead and such.
4) If the skald is focused on buffing. the move speed is probably not crucial.
5) If you want to go for the Sunder/breaking theme, there's an alternate racial trait for half-orcs that gives you a +2 to those checks. The Smash feat from the APG sounds like it's up your alley if you want to break down doors and walls.
6) It looks like you've got the right idea with the consumables. I'd add an oil of bless weapon to the list for DR/good.