What are good items for this build?


Advice


I have posted this build before but as I am actually playing it right now I am curious what items everyone would be after for this type of character.

Dr. Ezekial Z. Killian (/EZ Kill)
Half-Orc

Str 14
Dex 12
Con 18
Int 14
Wis 8
Cha 10

Taking alternate racial trait:
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

I took Accelerated Drinker and Carefully Hidden for my traits. I considered Berserker of the Society but couldn't take both it and Accelerated Drinker and I think I will get more mileage out of the former.

Also taking the Chirurgeon class archetype.

1st: Alchemist 1: Alchemy, Bombs 1d6, Brew Potion, Mutagen, Throw Anything, Die Hard (1st)
2nd: Barbarian 1: Fast Movement, Rage
3rd: Alchemist 2: Discovery: Feral Mutagen, Poison Resistance +2, Poison Use, Toughness (3rd)
4th: Alchemist 3: Bomb 2d6, Swift Alchemy
5th: Alchemist 4: Discovery: Lingering Spirit, Power Attack (5th)
6th: Alchemist 5: Bomb 3d6, Poison Resistance +4
7th: Alchemist 6: Discovery: Spontaneous Healing, Swift Poisoning, Extra Discovery: Healing Touch (7th)
8th: Alchemist 7: Bomb 4d6
9th: Master Chymist 1: Bomb-Thrower, Mutagenic Form, Mutate 2/day, Deathless Initiate (9th)
10th: Master Chymist 2: Advanced Mutagen: Nimble, Bomb 5d6
11th: Master Chymist 3: Brutality 2, Ironhide (11th)
12th: Master Chymist 4: Advanced Mutagen: Furious Mutagen, Bomb 6d6
13th: Master Chymist 5: Mutate 3/day, Deathless Master (13th)
14th: Master Chymist 6: Advanced Mutagen: Greater Mutagen, Bomb 7d6
15th: Master Chymist 7: Brutality 4, Extra Rage (15th)
16th: Master Chymist 8: Advanced Mutagen: Growth Mutagen, Mutate 4/day, Bomb 8d6
17th: Master Chymist 9: Brutality 6, Raging Vitality (17th)
18th: Master Chymist 10: Advanced Mutagen: Grand Mutagen, Mutate 5/day, Bomb 9d6

The character is currently 6th level. His next level is going to be rather tasty. The character has a +2 vicious anarchic bladed gauntlet mostly that he uses only in the form of Dr. Killian as he also has permanancied +3 greater magic fang on his claws and bite. He has a belt of physical might that gives +2 to str and con, an amulet of wound closure (DM ruled this doesn't work with spontaneous healing... probably rightfully so), lesser metamagic rod of extend, wand of comprehend languages, a unique intelligent light pick that has special properties against devils (hasn't used it once but it casts righteous might on it's wielder when in the presence of devils, so worth keeping), +1 mithril glammered breastplate, +3 cloak of resistance, +2 ring of protection. I think thats about it.

Dr. Killian is a closet megalomaniac. His secret (not so secret) agenda is to perfect himself through biological self advancement. He believes (its not just a belief if you believe his backstory) that he has the blood of advanced creatures in him that if he can manage to unlock will turn him into a perfect self. His alter-ego (EZ Kill) is aware of this and is actively trying to exert his will over Dr. Killian to make EZ Kill become the dominant personality. EZ Kill is not a closet megalomaniac... it is readily apparent. One of the ways he is trying to exert his will over Dr. Killian is convincing him that it is ok to get drunk. This lowers his inhibitions and allows EZ Kill to make more choices for him. Dr. Killian is NG while EZ Kill is CG (with perhaps CN tendancies) so it isn't a huge alignment adjustment. It will actually be a real thing and not just RPed when he hits 9th level where his change in alignment actually happens when he mutates.

His role in the party is as a tank and backup healer. We have a witch who is terrible mechanically but is a passable healer and honestly due to a poor build doesn't have anything much more effective to do in combat anyway. We also have a Zen Archer 3/Empyreal blooded Sorcerer1/ Fighter 2 (with sylvan bloodline also via eldrich heritage to gain a Roc Animal companion to fly on in the future) who is going into Arcane Archer next level who makes an effective ranged combatant and a Gunsligher ('nuf said).

Any particular items you would look into for this kinda guy?


Really? Not a single suggestion? Bump.

edit: This will end up being important soon as at our next play session I anticipate having tens of thousands of gold to spend. My current estimate is around 20k. And with at least a week of downtime the market should be fairly open for purchases. It hasn't been much of a problem to find wonderous items of the minor variety and many moderate are also available handily. Beyond this it may become more difficult but I still would like the suggestions nonetheless.


Just so you know the sylvan bloodline does not work with eldritch heritage as the animal companion is both the first level power and bloodline arcana. If the GM house rules it, fine, but it is not RAW allowed I'm pretty sure.

I would say given that you are the only melee character in the party, dump a lot of gold into getting a better dex (at least 14) get combat reflexes, and get a reach weapon with trip. This way you can trip enemies trying to attack your ranged combatants. Dump a lot of gold into that too. Also increase your strength its too low for melee, even with mutagen and rage. Also take extra rage if you plan on using it.

That should take up a lot of your gold, but if you want more well I can't remember what it's called but you could get the hand slot item that lets you store a light-ish item in there, and retrieve it as like a free action or something, could be good for a mithral or darkwood reach weapon. There is a chest slot item, called the sprinter's shirt or something that lets you move once per day as a swift. Hugely useful, and only 1000gp.

You have a good reflex, so at one point invest in a ring of evasion, cheaper than you'd think. 20-25k I beleive, if you bought nothing else you could buy it when you get paid.


Hogeyhead: RE: Sylvan Bloodline... there has not been an official ruling on this. By RAW it is allowed. People are allowed to speculate how they would rule but it doesn't matter here as this DM has ruled that it works.

Dex - The archer has an Ioun stone that he is using currently. When it outlives it's usefulness I plan on using it as a hand-me-down. It doesn't do a lot for him anyway, mostly just saves and initiative. He is our scout and it helps with his stealth too. *shrug* I do not plan on using a reach weapon but the character is often enlarged so it is pretty much the same thing. The build is pretty full on feats and I really don't want to give up anything he has. Otherwise, yeah... combat reflexes would be good.

A 26 Str is too low? Its 14 without an item. He has a belt that gives +2 Str/Con, Rage gives him +4 and Mutagen gives +4 he is also often enlarged for another +2. I dunno, that seems pretty solid. I mean he does pretty respectable damage for a tank. With 3x natural attacks that are permanantly enhanced with +3 greater magic fang and a Str of 26 he doesn't tickle.

Extra Rage... I would love to fit it in. Its high on a list of priorities that are higher than it, I'm affraid. I think I would be further ahead just increasing his Con to gain extra rages.

Gloves of Storing. Good suggestion, actually. There are a lot of things he often tries to retrieve that takes actions to do so.

Sprinter's Shirt?...Ah, Quick Runner's Shirt. Wow, that is a good buy. Yep, I'll get me one-uh-them!

Ring of Evasion is good and eventually will make the list. However, I'm more concerned about the weak will save. I was thinking of a magic item that gave constant Mind Blank. I know such a thing would be hugely expensive but my biggest fear with the character would be hulking out and turning on my allies. Honestly, I think he could tear appart everyone except the archer who could just keep him at more range than he had movement. I also thought of getting the Advanced Mutagen Dual Mind that would greatly help with that but I just don't have room for everything.

I think what would be the best item to get if they existed would be something that gives more rounds of rage/day. Or something that helped against getting charmed or feared.

I'm also going to be looking into an amulet of mighty fists with some kind of enchantment other than +1 on it.

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