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Concealment usually negates the ability to inflict precision damage. Shadow strike allows for you to continue to get precision damage (like sneak attack or swashbuckler damage) when your opponent has concealment. It does not grant any precision damage in and of itself.
Your tiger should probably have power attack, improved natural attack, light armor proficiency, and weapon focus (claws). Toughness and Combat Reflexes would also be good.
Chuzzle (given name Specimen 63) was lovingly raised in a small wire cage by an alchemist who maintained a small laboratory south of the Nettlewood. The chuzzle and burble and glub and hiss of many simmering cauldrons, the drip-drip-drip of alembics distilling, and the occasional KABOOOM of explosions were the songs of his youth.
Specimen 63 grew quickly, as all goblins do, fed a steady diet of whatever delicious experiments the Master chose to give him and vegetables from the garden. Their interactions increased when the Specimen showed, as the notes of his Master reflected, "a remarkable resistance to most local toxins," and "surprisingly advanced problem-solving skills." Specimen 63 came to revere the Master as a protector and provider, and attempted to assist him however the Master would allow, even being granted limited liberty to tend the fires in the labs and harvest ingredients from the nearby woods. The Master taught the Specimen both common and goblin and even began tutoring Specimen 63 in rudimentary alchemy, considering the resilient little gobbo as a sort of mascot.
This idyllic life ended when the Master was struck down by the vicious Thistletop Goblins. Before they were able to "liberate" the distraught Specimen 63, he was able to scoop up many of the Master's prized possessions (his alchemy formulaery and his most rare and potent reagents) and then the Thistletop Goblins spirited him back through the Nettlewood. Their return to the keep coincided with the arrival of the Heroes of Sandpoint, and Specimen 63 was able to use the ensuing combat to explode his way to freedom.
Since that time, Chuzzle (as he chose to name himself after his favorite cauldron's signature sound) has striven to live up to the example set by the Master, including maintaining a strict vegetarian diet, and only exploding people and things who need to be exploded. Although strange and somewhat macabre (Chuzzle's lonely upbringing has made him very fond of holding conversations with inanimate objects, like skulls and corpses), he nevertheless remains an endearing and valuable companion to the Heroes. His rendition of his song "Secret Chuzzle: Not a Gobbo" was a hit in the Rusty Dragon for several weeks after his initial performance.
Kirin style does need Imp. Unarmed Strike, but say you are a human and take IUS and Weapon Finesse at level 1, then at level 7 you take Kirin Style and Level 9 Kirin Strike. That still leaves levels 3 and 5 for whatever other feats you might need. I'd advise against Arcane Strike since Kirin Style and Studied Combat are going to be eating up your swift actions.
Why do you suggest that extracts are limited compared to the alchemists? Do they not get the exact same number?
And if I was going to make a brains investigator, I'd ditch TWF and go with a rapier and Kirin Style/Kirin Strike.
Move to study, swift action Kirin Style to identify (which you should nail because duh- Investigator), standard action to quaff whatever buff you most desire, then next round you move up to hit for Studied Combat plus Studied Strike plus Agile Weapon plus 2 times your INT modifier, which should be multiplied on a crit even if your precision damage does not.
Why not a Witch? It's a full arcane caster that can also lay down crippling debuffs, and occasionally a few buffs as well. You still get access to a few more necessary condition removing spells and can wield a wand of cure light wounds without necessarily having to be a bandaid.
With the Agility patron, you get Haste and Freedom of Movement, for which the party will love you. Just a thought.
Druids are like swiss-army knives. They can adapt to almost any situation the GM wants to throw at you. Take Scribe Scroll so that you can begin an arsenal of spells that are only situationally useful (because druids have those in spades, those situations may arise, and then you look like a boss). With that many Undead running around, you probably won't need an animal companion unless you really wanted one, so perhaps instead take a cleric domain, and either go straight caster or widlshape/caster.
Candidly, I don't have much experience with Shamans. They have some abilities that could be useful as an arm, and a decent number of buff spells, but I just can't speak with any particular clarity on whether or not they can do the job you want them to.
I'd suggest a simpler class for someone new to Pathfinder. Those classes are both in the Advanced Class Guide, which, as the name implies, is more suited for advanced players with greater system mastery. That being said, if you want to go with either of those, I'd lean more towards the Shaman,or alternatively, a Druid or Cleric.
If this is not a gestalt type game, then the Orc Rogue is probably a front-liner who uses the Dhampir Minions as flank buddies, am I correct? In that case, you're probably looking at the rogue as damage/skills with the minions allowing the Necromancer to stay back and hurl spells to keep them alive (undead) and kicking and hinder the badguys.
The party still lacks access to buffs and the ability to address negative conditions. Your job will probably be more in the support than the control/debuff or damage area. A Druid with a companion will allow you to stand back and support the party with buffs and address negative conditions on your friends while your Animal Companion helps keep the bad things away from you, and gives you access to a unique group of spells. A reach Cleric (longspear or a deity with a reach weapon like Shelyn), or a battle cleric, meanwhile, can dish out beats and buffs, and also gives you access to the full range of divine spells. A shaman would be a middle ground between the two, but because of their reliance on both Wisdom for spells and hexes and Charisma for Spirit abilities, would mean less of a chance for you to get in an mix it up yourself if you were so inclined.
I guess it falls to you to figure out how you want to assist the group, and go from there.
You need to figure out HOW you want to contribute, first and foremost, and address what weaknesses your party has. I recommend The Forge of Combat for all players of any level of experience.
At low levels, Toughness is probably all you need. Power attack at level 1 would likely be overkill, and your AC isn't going to matter too much. Light Armor Proficiency would probably be the best thing going because it will scale more with level than would Dodge or Improved Natural Armor (provided you continue to invest in it). Later you can get things like Power Attack, Weapon Focus (Bite), and Improved Natural Attack.
Restoration Subdomain of Healing is a worthy look, if you can get it. Free empowered healing on every Cure spell is a great start, and the domain grants a few spells early (Remove Disease). Plus, the touch removes a number of conditions that can really hamper you early on. With a lesser metamagic reach rod you can hit folks with your cures at a distance.
Unless you plan to FOCUS your build on Channeling, I'd avoid taking too many channeling feats. Channeling should be done out of combat- if you're engaged in your roll as a support character, you should be able to prioritize your healing and value positioning.
Then, remember that an ounce of prevention is worth a pound of cure- and try to be pro-active with buffs.
If you can get the Trapfinder trait from People of the Sands/Mummy's Mask, then you have tons of options. Anything with decent skill ranks and Dex would work.
Ranger, Inquisitor, Slayer all combine skills with beats as the need arises. I like the switch hitter Ranger build a great deal.
Alchemist would allow you to take skills, buffs, and explosions in any direction you fancied. With 30 Point Buy you could conceivably play a very effective switch-hitter alchemist- Strength, Int, and Dex for Feral Mutagen and Bombs, depending on the needs.
Kalin Agrivar wrote:
If she doesn't make those choices and then learn the consequences of them, then she's not really learning anything.
Learning to make your own character is kind of a big deal in this game.
Getting handed a pre-gen and having to have someone constantly explain it to you because you have no familiarity with the choices that went into creation is basically dooming your new player to eternal novice status.
She will make mistakes. We all did. That's how we get better at things. To quote a wise dog, sucking at something is the first step to being kinda good at something.
Sorceror, followed by Witch, and then Wizard.
Arcanist and Magus are complicated with additional resource tracking and rule sets that may be prohibitive to the enjoyment of a novice player. Even archetypes may be a little dense, as not only do you have to learn a whole new set of rules, but then toss some out and add new ones. Speaking from experience with novices, that can create problems.
Sorcerors are fun, easy full casters who sling spells like a drunk sailor spends coin. With a little advice on the best spells she'll be exploding things all over and enjoying it.
Witches are full casters with great flavor and hexes are just too useful to ignore.
Wizards are the most challenging base class to do right, but starting at low-levels, it's hard to go too wrong.
Give her options, let her pick. Once she has made her base decision, give her more options, and again, let her pick. This is her character, so let her decide how it works.
Rogue: Full BAB progression
Fighter: Good Will Save, 4+INT skill ranks, and a new ability I'd call Follow Through
Follow Through: When making a full attack, a fighter may move an additional 5 feet (up to her full movement) for each iterative attack she may make. She make take this movement before, during, or after her attacks. For any movement beyond the first 5 foot step, this movement provokes attacks of opportunity as normal.
Monk: d10 hit dice, and the following amendment to the Ki Strike power:
Why I have an example of this just the other day from my game. My NG cleric of Sarenrae (Nice for the win!) made a gesture- he gave to a person from a very distant place a copy of his holy text, and a pair of spectacles of understanding as well. The rest of the party objected rather strenuously to simply giving away a 5K piece of loot with no mechanical benefit, even though it was entirely within my character's appropriate scope of behavior.
Apparently when good is actually altruistic, even others who consider themselves good will object. Why? Because truly being good isn't the norm for good players. My story wouldn't be remarkable if players held Good to the same standards as Evil.
See, Set and Ryjin are going on about what I'm talking about.
I suggested a NE character - a Magnificent Bastard sort ala Al Swearengen-- to a GM I was playing with who is really generally a very good GM, and he recoiled in horror. He was convinced my NE character would betray the party at the first opportunity. I was agog- while my NE probably WOULD betray the party, it wouldn't be at the FIRST opportunity- it would be at the BEST opportunity.
I explained that if you're NE, you're motivated entirely by self-interest. Aligning yourself with a group of people who make you stronger and enable you to garner more power, prestige, and wealth makes perfect sense. And I would be absolutely out for the best for the group (and thus, myself) up until the point where I A- didn't need them or B- got an undeniably better offer.
He countered that I would lie, cheat, kill, and steal from teammates. I said that I wouldn't, because my character is not stupid. Just being NE doesn't mean that you have absolutely no self control- it means you don't exercise self-control where it won't benefit you to do it.
I dropped the idea when it became clear we just had very disparate ideas about what a NE, and indeed what any Evil character, would do in a group setting. But it really got me thinking.
Truthfully, I could see restricting Paladins for the same reason as the TET.
If a player lacks the maturity to do it right, it will end badly. More likely with the Paladin than the TET, because Lawful Stupid is easy, and because you can attempt to drag the rest of the party with you on the basis of your "Code".
Does it sort of feel that, in a perverse sort of way, Evil is held to a higher standard than good?
Everyone assumes the TET is going to go axe-crazy without provocation, or be compelled without recourse to do evil at every opportunity, but no one ever imagines that the good characters are going to be compulsively buying food for the poor instead of better gear, or spending spells to heal lepers and atone for criminals.
Meet the Iconics wrote: