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If I remember correctly monster tactician grants the teamwork to the monsters... maybe work more around that aspect...summon as many as you can and grant them teamwork feats that will make them more effective such as outflank or precise strike (+4 flank and +1D6 sneak type damage) Friendly fire maneuver is a good archer feat too
I'm hoping to make some purchases before next session and maybe at the end of that one dump and make the first roll and the start of the next session make another. I did play 2 premade adventures so when i hit 7 I'll almost be 8...I wonder if i could make the training rolls for those? I'll probably get the headband that adds 3 to it and then the prism for +1 and put more points in handle to get it to a reliable 10+ hate to lose the points but next level i pick up heroism and with heightened awareness I'll have a +4 knowledge boost (probably get the rod of extend then so they will last 2 hours+)
I probably should post the inquisitor but basically I'm going the archery route and plan to take deadly aim finally at level 7. At 5 I did boon companion and the point blank/precise and rapid... teamwork is improved spell sharing and coordinated shot along with +2 studied target and 1d6 sneak attack...if i could ever pull that off. Traits are deadeye bowman and fate's favored.
So tough to figure how to pull off anything more for the companion my handle animal is untrained and at a 1 point and +4 for the companion so 5 total...is there some sort of magic item that is cheap enough to help with this? have 8k right now in funds +1 seeking composite bow, +1 mithril shirt and some odds and ends
Thanks flutter for that write up. Of course now I have another dilemma, I never bothered with handle animal (gms never mentioned it.) So now I need to somehow get it trained. I already used my 2 traits and unable to swap out and freeways are tight. Only option would be to train out boon companion for extra traits
Technically it says the attack with grab so I'm assuming full attack and on the last claw initiate the grapple...then next round maintain and rake?
I'm getting a bit twitchy trying to figure out the balance for gear with the tiger and the inquisitor. The tiger is mainly there as a meat shield and extra damage 10k for the belt would really hurt my funds... so the next question is should i keep the tiger or is there something that might work that is med sized?
@Smilo, I'm playing PFS so no real creation feats and no solid group.
@Just...while it's great I'm learning new things in this...it is getting a bit depressing. With the space 10 and reach 5 I was thinking it was a 5x10 square but yeah another feat I need to squeeze in.
Still need to pick up rake...that is only used when in a grab? Also is it added on to the other attack (5 total?)
Tried to see about getting the greater magic fang but no luck. Plan right now is to pick up a mithril chain shirt...0 acp so i can skip the armor training. plan to pick up the slot feat for shoulders so i can get a cloak of resist (better to bump up the save bonus)
So next level, geared up the cat would have +11 1d8+8 bite and (2) +11 1D6+8 with rake (need to figure it out still) Ac would be 24...add in divine favor +2 hit and damage, power attack and it would be +11 1d8+14 and (2) +11 1d6+14....saves would be 10/10/6
Armor will probably be low, but dont forget that a opponent on the ground will provoke if standing up, is -4 to hit you lying down and you are +4 to hit him. Personally I'm not a big fan of Janni dirty trick I think might offer more. Power attack might help a bit too(+12/+12/7 flurry) but now 1D8+11...with dirty fighting you can give up flanking to get +4 for maneuvers checks. Dirty tricks can also offer some options when tripping isn't enough. A couple potions of enlarge can help with the huge issue...dirty trick should work on them... for slime and such...eh how often do you really run into them? It will suck but just saying. Maybe a oil of shield or a wand if you can get someone willing to cast it on you (to gain +4 AC)
Man just reread that...that is annoying... so +2 with the pet and +3 with my guy (fate favored) not earth shattering but annoying none the less. But -2 hit and +4 damage on all hits might be worth it...just realized i need to go back and look up rules on grapple and rake...have one more adventure and then 7...one adventure after that and then 8 :P...sigh was thinking greater magic weapon was gonna give me +2...sigh really rough on higher level stuff...no magic fang...tried to find a way without luck....thinking at this point the +1 amulet might be a must..+2 is tempting but maybe better to wait until i can get a +3 one
What you could do is always pick up some slack from martial flexibility...for example worry about conditional feats until you need them or fill up chains a little bit...toughness and monkey style might need to be put in the back burner..power attack...is debatable..I'm the type who would rather keep it though... so now you would have room for improved dirty trick and maybe greater...pick up superior when you can or use MF when you really think you will need it..honestly superior would be better for MF so you can choose what you need when you need it. Reason i mention losing toughness and monkey style is that how often would you really need to get up from prone and if they are on the ground how often will you get hit? I still like the idea of lunge but still (he probably might want to keep a dagger or something as a back up weapon just in case)
Hmm divine favor is +1 for every 3 levels so 1 at lvl 1...not sure I always assumed 3 was the third but probably 4 would be +2 and then 6 or 7 would be +3.
So the cat would have 3 separate sources of attack..hard to choose one for the spell..perhaps bite? I really do like the furyborn and i could afford to get it right away but (that or holy) but maybe I should just swing the +1 so i can get magic on all its attacks and then upgrade later
Didn't know about the feat to get the cloak...that is annoying, didn't see that. Cloak would be nice for resistance...maybe ill use up a feat for that..perhaps power attack, toughness and then the shoulder slot...slight clarification would power attack add +2 per hit since all attacks are primary attack?
Dirty fighting might still be better than combat expertise...depends on your style...ac might help but dirty fighting allows you to get +4 to trip while flanking...oh forgot lunge might be nice too. Tiger style, Iron will, Fury's fall and pummeling style are all pretty nice. pick out some nice feats for martial flexibility...maybe branch into some other tactic too perhaps disarm...
For the most part I've put almost no investment in the tiger ( leather armor) I usually use it to give others flanking but mainly for a bodyguard. Feats right now are finesse, step up and toughness...next level I'm gonna pick up a "new" tiger and move the feats around a little...probably power attack, toughness and no clue on the other one (maybe dirty fighting). I figure mithril with the 0 acp will work pretty well. I usually start the encounter casting divine favor and share it with the tiger (+3 hit and damage luck bonus for 5 rounds) So at the the very least a +1 amulet of mighty fist...but the furyborn does look nice. My other question is I'm curious if the enhancement bonus from greater magic weapon could be applied to the amulet...probably not since it isnt a weapon. Also if I'm reading right i can put a cloak of resist on the cat too...not sure what else i might need but those are the things I'm looking at right at this moment
I would do brawler or unchained..pick up combat reflexes, dirty fighting, improved trip, greater trip and vicious stomp...to me that is capoeria (trip them with your feet...get a attack of opp and when they fall prone get a attack of opp)
Hey guys I have a tiger companion for a inquisitor (feather domain with boon companion) and I'll be hitting level 7 soon in pfs. My inquisitor right now is a archer and just picked up a seeking +1 longbow (+2 str) a +1 mithril shirt, a mw buckler, along with a belt of dex, cloak of res and a wand of cure light. I kinda want to pick up a lesser rod of extend but I'm also worried next level the companion will become large and I've really not invested in it. So thinking I'll pick up a +1 mithril shirt but not sure what else...I'm thinking a amulet of mighty fist...but then thats where i get iffy I could do a +2 one and be done or I'm leaning toward fury born. Next level I plan to get greater magic weapon and i have improved share spell...so could i technically enchant the amulet with the spell and get the +2 enh on top of the furyborn? Sorry I know i had other questions but need to run for now
I played a atheist paladin. Oath of vengeance human, I played him very border line in alignment...played him pretty close to ghost rider...almost fell a few times. Then the new GM started and told me that a paladin could never be a atheist.. I ended up dropping the character since the concept was null and void. (Was going for a good man without a god needing to be there to tell him what to do)
True Shaman is very cool, but based on concept I wanted to point out the medium as being a pretty close to concept class.
Personally I love debuffing with the misfortune/evil eye/chat but really not sure what your plan is. Do you plan to melee at all or just as a backup means? I think at level 3 you could pick up divine favor if you go the melee route
Actually no, I'm talking about the medium class from Occult adventures. I wouldn't mention another class but that seems to to fit your idea pretty closely. It is pretty versatile a necromancer would be the archmage spirit. Occult adventures relies a lot on spirits, it might be worth looking at.
Losing spirit magic might be bad, especially for bones. The hexes are kinda meh and the spells really make you a necromancer
Just glanced at the bones...not too impressed with the hexes, maybe I'm missing something. But as Corvino mentioned arcane enlightenment should hopefully allow you to change per day (but make sure with the gm)
I would see him having a 10-12 str due to digging (min) but for adventuring I would say the necromancer should carry him most times (with his trusty shovel in a pinch) I would check with the gm and see if he would allow proficiency with the shovel (Maybe a reflavored shortspear?)
But anyways as I mentioned check out the medium, sounds like what you are aiming for. Maybe make him really down on his luck and multiple spirits hit him up for their vengeance...could be fun to roleplay his mornings when 3 spirits are fighting for the chance to get in :)
I guess hero labs hasn't added weapon master yet. Was tinkering with a elven occultist (battle host) with the elven branch spear...aim to go with the reach build with transmutation and abjuration. Not sure if that would work with a investigator (all the feats)but seems nice with the ability to get int to damage and dex to hit... I wonder if you could take a dex feat for damage or is the elven battle feats worth it... sigh too much going on in my head :)
@@oldrolero... I really want to like the mutation fighter but as you pointed out..only 12 int and 2+ int kinda stinks.
@Gisher I'm curious if it would work or if I might need to pick up a prof feat... wait and see I guess. I really like that spear idea need to see what i can do with it.
@Aerodin... I need to look into the unbarbarian...if the temp hp stacks with other levels that might be really something to look at.
@Fruian I really like the swashbuckler + investigator and that was my first thought when i read the book...then I saw everyone else had the same idea... I wish they hadn't nerfed the arcane deed with precise strike... I really wanted to do a kensai magus with that =/
@LoneKnave...for your analogy..think of it this way guns or bat...in a zombie apocalpse...those 5 bullets really did a number to that horde...now here comes 20 more.... I'm sure it is a preference but I agree with it I wont play a magus out of fear of burning through resources. I like a decent balance.
I really like the idea of a 2 handed weapon/spear type user I cant wait to see the new class. I'll probably tinker with the investigator to see if i can get the elven spear chain in there (not sure if i have enough feats) I was looking at a falchion wielding investigator but I heard you should morph and claw things at later level...which I don't really care for with this concept. What is the view on the occultist?
Losing weapon training would be a hassle and the bonus feats right off hurts but it might be worth it...sounds pretty good. Wonder when pfs will make it legal. Mix that with elven battle style and that might be just what im looking for. Pretty solid imo..not sure when I'll get to play it but since I only get to play every few weeks I have some time before I'd really get to play it. Since my main is a inq archer and I've only played the off character one time...i can play it two more times before it is locked down
Huh that elf chain is pretty nice I'll have to look at it a bit (maybe pick up the trait for int to umd and maybe maybe umd a class skill might round out the martial for me)
@Chesspwn...yeah a posted a couple weeks ago (?) about trying to do a int divine caster without much luck...so I decided to try a different route. I like the idea of a guy that can handle a sword but still pull out a magic item in a pinch
I like the slayer but I'm playing a inquisitor with the slayer type archetype so would be too similar
I'm kinda wondering if i should try a investigator/lore warden but maybe that would be too much
Hey all this is for a backup character in pfs. Trying to figure out the best fit for a high int character that mainly focuses on combat instead of magic. I'm looking mainly for decent skills and decent combat abilities. I've looked at the bard and skald..bard just didn't click and I was soso on the skald. I've been seriously looking at the empiricist investigator but mainly worried about how long it will take to get moving. Just barely looked at the occultist (battle host) any advice or suggestions would be appreciated
I'm using a Feather Sacred Slayer inquisitor and really have no complaints...granted I just hit level 6 and seeing others finally get a second hit sucks but by level 8 I'll have 3 attacks plus manyshot. I spend the first round marking a target and casting divine favor on myself and tiger with improved spell sharing I get +4 hit and damage and the tiger gets +3 hit and damage for 5 rounds. Next round i attack, by that point the companion is flanking with a ally..So I would be at +16 to hit and 1D8+9 damage...not counting bane or point blank..the tiger is at +11/+11/+11 1D6+5, 1D4+5 and 1D4+5 (took boon companion)...next level I'll have a swift action to study, tiger will become large and I'll break down for deadly aim (with heroism up it will negate the penalty to hit and give me +4 damage) I do have deadeye bowman to negate the soft cover of one person...not great but man does he hurt
For the gear fix...slow down and explore. Seriously a hour or so should in no way effect your chances of succeeding...if it does than that is poor gming. Character's logic should be to check and make sure there isn't something important like say the destruction code for the death star or the super bane of the boss artifact. You guys really need to get the gear so take it easy...if the world blows up...eh that's on the gm. Maybe see about teleportation spells to speed up travel time.
To the OP.. as you can tell there are many flavors of archers and you have to decide what you are looking in the game and where your skill lies. A fighter is a very simple and reliable source but as people mentioned out of combat you kind of fall behind. If the gm allows traits you might be able to pick up a skill or two you "need" and if you go human you could pick up Focused study to increase some skills (skill focus at 1,8 and some other level at the cost of the human bonus feat...since you are going fighter you have at least one to spare.)
Ranger I agree has more complexity.. skills wise he is superior, depending on the game that can be VERY important...not to mention if there is a long pause between combat you might get bored...those will help. I'd be really wary of losing magic... the ability to use a cure light wound wand out of combat to get the healer up is invaluable :) I would look at the spell list and really decide if it is worth losing. Feats..yeah you will be pinched but if you check the guides you can manage and be on par with the fighter imo
The zen archer is really nice he is given everything to be a ultimate archer and has some skills to boot.
I would look at the slayer sounds like what you might be looking for
Alchemist is the toolbox and is pretty darn flexible.
The inquisitor...seriously the underdog...but I'm playing one and the shocked stares I'm getting is worth it. Not as many arrows in the air but they really hurt.
So good luck and have fun
Sorry was trying to do a rapid number crunch before going to work (just got home) How would bane ignore DR?Agreed I counted manyshot as another attack.
Lol I really bit a lot on this character...right now as it stands starting next level (this is with level 8 stats) First round my character casts divine favor...cat pounces +13/+13/+13 1D8+9/1D6+9 and 1D6+9...next round...my character starts full attacking along with the cat...
Yeah was wondering if maybe I was messing up the initiative...gonna have to keep better attention...I only get to play every few weeks so half the time i forget :P (I'm at +8 init)
The baldric isn't bad but not sure if it is worth 10k...for example if I picked up a belt of physical might (+2 dex and con) for 10k I could skip the toughness feat...then get extra bane for +3 more uses...but not sure how important that will be..
Figure at level 8 I can bane burst 8 rounds a day and do +20/20/20/15 to hit and roughly 1D8+2d6+13 per arrow
Ok so what is the benefit from the bane baldric then? if the damage doesn't go up and it doesnt appear to increase the rounds per day or does it?
I don't think there has been one time I've actually been able to use sneak attack...unless there is a rule that states you dont have to be the one flanking? As a range the most i can hope for is acting first.
I figure deadly aim with all the other bonuses should be swallowed up pretty quickly (I will get it next level, the same time I can pick up heroism and get +2 to hit for 70 minutes a day)
Wow the Bane badric is really nice...does that mean i would have greater bane at level 7?? It's really expensive though but still i need to get it on the list somewhere.... Also does that mean i could use bane 5 more rounds a day or just the greater?...have to see if it is pfs legal
As far as I can see deadly aim is not precision damage just a flat damage increase.
Right now feats wise I have the holy 3 PB, precise and rapid...boon companion...for teamwork I'm at Enfilading fire and improved spell sharing...hmm might have a point with coordinated shot. I was looking at deadly aim at level 7, manyshot at level 8 and then clustered shot at 9...I did make the mistake of a con 10 so that has hurt me...think people realized that i need to stay back :P
Trust me I'm sold on improved precise shot but the +11 base means I wont see it until level 15...and this is a pfs character so he stops at level 12. That said I'm only gonna see about 2 more teamwork feats and possibly and 4 feats left
The lesser extend rod is on my short list...plan to use greater magic weapon on the bow...just found out that it doesn't stack to bypass dr. But between that and heroism I have 2 uses planned out (maybe a boss fight)
I would probably pick up Friendly fire maneuvers over improved precise...same effect but i could get it right away and I gain some other benefits. I never really looked too deep into the snap shot chain...maybe due to the short range and no improved point blank...not to mention I'm not sure where i could sneak that in
Surprisingly I've been pretty darn accurate. I have the deadeye bowman trait so I'm pretty clear on soft cover (at least with one obstacle which is usually the case)
My base is +10 with the bow...+4 with divine favor..+1 point blank (sometimes) +2 if people are flanking and then +2 with studied (when i can) So right now, with rapid shot im hitting at +16 or +17...next level I plan to have heroism up most times and +1 from base...with +2 from deadly aim I'll still be at +17 or +18 but I'll be hitting at 1D8+13(+14)each...and that isnt even with bane.
Problem I'm having is I start, usually debate on divine favor on the companion since he can hit in that round or myself...I usually study one but half of the time people will drop him first (I can't wait until next level) I'm really liking the idea of improved spell sharing...but is 5 rounds enough is the question... I mean first round buff myself AND send out a suped up tiger?? I agree shake it off is really nice but most of the time pretty close to useless (but oh do those times help) While I agree I could bypass the dr with the damage...why bother when you can hurt so much more? What would you suggest as a replacement?
I would get inflict everytime..nobody else will have it so best to be prepped. Divine favor will be your friend (and most of you level 1 casting...with fate favored you can get +4 to hit and damage from a level 1 spell. Litany of sloth is also good in a pinch. Level 2 spells are mainly utility imo. At 3 depending on gear, you could pick up greater magic weapon and magic vestment...Heroism is you friend too. (Pick up a rod of lesser extend) At 4 Greater invisibility isnt bad and maybe restoration. 5...eh and 6 Harm...high level spells are kinda lacking imo and the low level ones are all about using the same spells
As for the iffy part on the fear...getting +4 to saves in a surprise round always come in handy. But the ability to give myself +4 to hit/damage and my companion +3 to hit and damage for 5 rounds Seems pretty darn nice. If I need to reapply I can make a judgement from there. But for the most part divine favor would be the only spell I would use anytime soon (if ever)..still 2 targets with one spell seems nice. After the seeking bow I'll have around 4000 gold...just trying to decide where i should put my priorities
Hey all I've been working on a Archer-inquisitor(sanctified slayer) and up to level 6. I realized I made a mistake and I need to choose a specific teamwork feat. To explain a bit.. I took the feather domain along with a big cat finally at level 5 boon companion...thus far I haven't invested gear into it. But I'm realizing the start of combat is really starting to bog down... One round to use divine favor on the companion, then on myself...followed by a move used somewhere in there for studied target... This is in PFS so half the time the fight is over and I've barely put in a shot... So I'm debating between Improved spell sharing (one round to buff myself and the companion for 5 rounds each) or Shake it off (+1 resist per ally around me up to +4)I plan to keep enfilading fire....Next level I plan to take deadly aim...at 7 I'm gonna take the rogue combat trick to get either manyshot or clustered shot and then gain the other at 9.
As for gear right now I have a +1 mithril shirt, +1 composite longbow (+2str) A beslt of incredible dex, cloak of resist +1 wand of cure light, a two potions of enlarge and mage armor... was planning to take a +1 seeking longbow (+2str) and then not sure...thinking next level when the cat becomes large I'll pick up a +1 mithril chain shirt
Ok I'll bite...how the heck does the evangelist offer double digit bonuses to everyone? Seriously I'd like to know how.
The thing that kills the evangelist to me is that you lose the ability to sack a spell to get a heal...might not be a huge deal but it sure helps in a pinch. That and really 2+ int skills just sucks... I really wanted to like the evangelist...but I just couldn't get over those limitations.
The herald caller seems pretty perfect with a reach build...start off as a martial type and as you slowly work your way to caster mode you get the nice bonus feats that go towards the summons...I would still pick up sacred summons but still you can really make some head way... Lets not forget the 4+ int. I just see him as a really nice generalist summons/heals in a pinch while working on the polearm.
Yeah I really can't add more to this I'm of the opinion that the extra skill points, the ability to swap spells for heals and summons, along with all the other perks are just too nice. Now if I can ever get the build right with a reach build :P
I'm thinking 4+ int on skills offers me a lot of flexibility... I'm working on a herald caller cleric..I lose med armor and a domain but gain 4+int and some bonus summoning feats along with the ability to sack a prepared spell for either cure or summon spells. So far my rough idea puts me around 15str, 14 dex, 13 con, 12 int, 15 wis and 10 cha..skills would be diplomacy, know history, planes and religion followed by sense motive and spellcraft. I would go for a reach weapon
The issue I have with the witch is that based off my previous build, every level that I would get a hex I would convert that into lay on hands and then for my feats I would be taking extra hex to gain the hex...so that build would leave me almost no room for other feats...which if the spell list was ok, wouldn't be so bad but as you mentioned the base attack wouldn't be there either. It's not a bad route.
Agreed to go the lore route on shaman and oracle would be mad...but heck even a cleric is a bit mad when you break it down (no room for a dump stat)I tinkered with the Oracle last night and it felt like a lot of contorting. Psychic searcher gives you inspiration but you dont have the training for all the knowledge skills. Again not bad but not right. I'm gonna try to look at the shaman over the next day or so (work has started again) I might have to give up the dream of lore...but i did realize that the 4+ skills gives me some room