Suggest an "advanced" but still straightforward build


Advice


We're starting a game next week. So far, the party is going to be a strength magus, a Barbarian with a greatsword, an iron priest (focused mostly on crafting), and a hydrokineticist (me), but one of the players appears stuck as far as an idea is concerned.

I want to help him out--I have helped him make characters in the past with great success--but my mind is off in another world of complex, quirky builds that I might want to play but that he would hate. So, I need some suggestions, but this guy enjoys a very specific kind of character. As you can see by the title, it's kind of tricky to explain, but he likes characters more advanced than just simple fighters smashing or shooting stuff, but he still needs the character to be fairly straightforward and focused. Let me give some examples that should help:

Oracles are perfect. Oracles can fight and cast, but their mystery focuses them on a certain theme and their spontaneous casting narrows their options. This guy has played three different Oracles and enjoyed them all.

On the other hand, Bard was a no go. Their music and spells are not focused enough and he never remembered to actually use inspire courage. Bards do too many things and have too many options that overwhelm him despite the relatively small pool of know spells. Perhaps an archaeologist bard would maybe work, but he really doesn't even care for their enchantment/illusion/support spell list. His favorite spell in the game is spiritual weapon, for example (though before you mention it, Shaman is definitely too complex and versatile).

And yeah, obviously any prepared spellcaster is going to be too complicated unless it's laser focused so he can just almost always memorize the same kinds of spells.

Oh, and he's paranoid about dying and prefers the comfort of heavier armor and/or longer range.

Other than more Oracles, I am stumped as to what to suggest to him to help him through his character block. Any ideas?


How about a Ninja archer? By level 2, he can get the Vanishing Trick. He can Vanish as a Swift Action then shoot somebody while invisible and guarantee Sneak Attack Damage. Then what? Deadly Aim? Multishot?


Yeah, that should meet the criteria. I'm not sure he'll like the flavor of ninja, though, but that's personal. Good suggestion, thanks. Keep them coming :)


*He may prefer the archaeologist bard, since it doesn't get perform.
*If he just wants something oracle-like the shaman is an obvious choice.
*Warpriest and Inquistor also share these qualities.


If he likes Oracles, a Sorcerer should also do him well enough. For Snazzy Flavor and extra survivability to boot, he could push into Dragon Disciple. Extra natural armor, extra Con, d12 hit dice.

Alternately, Bloodrager. Survivable, has options, but isn't really too complex. You rage, you buff, you eat faces. That said, with a Barbarian already in the party things could get wonky. Or crazy awesome. Or both.

Option the Third, what kind of Oracles has he played around with? They're a really flexible class, maybe suggest another kind of Oracle that works differently enough to be interesting but is still familiar to him.


So we have a fellow that wants a character concept that adheres to a strong theme, but is rather effective at that role.

An investigator may be suitable, with their diverse skills and the ability to augment them with certain extracts they could build a character suited to identifying enemies, getting past traps, scouting or being the party face.

However, investigators require extensive discipline to keep to a theme, as they are not locked in by as many early-level decisions like an oracle is.

That said, I'll go into more caster-orientated roles.

1. Druid: Themed choices aplenty, you can pick a domain or an animal companion, and its archetypes all come with some rather heavy flavoring. The issue here is that they're a prepared spellcaster.

2. Hunter: The Druid, minus domains, the higher-level spells, and perhaps to its benefit in this case, prepared casting as well. The teamwork feats that work with the animal companion offer flavor in the form of how hunter and beast grew to develop personal tactics in battle.

3. Inquisitor: You purge heresy from your faith and see its tenets meted out wherever you go. They're a spontaneous 6/9 caster with plenty of self-buffing options. They've also got bonus teamwork feats.

4. Sorcerer: Like the oracle, they're a spontaneous caster with a themed source, namely their bloodlines. They've got the wizard list of spells, which means they've got far more options than a bard. If they don't like illusion/enchantment/support, you could build them as a necromantic debuffer, or perhaps have them focus on conjuration magic and ruin the enemies' tactics by forming a pit of acid underneath their guy in heavy armor.

Silver Crusade

Pathfinder Adventure, Rulebook Subscriber

How about a Hunter? While on the surface having an animal companion may seem "too much" with handling it, the player will get quickly used to working with the animal companion on a constant basis, and the leveling up is pretty straightforward for it. Lots of skill points, has divine spells to contribute with right away but narrowly focused with spells known. Can be ranged and use the pet in defense or attack without feeling completely vulnerable on the front-line, and does some different damage than the barbarian and magus. Only snag would be perhaps for you to help him with narrowing choices on the animal focus ability to just a couple until he gets comfortable with it in a couple of levels.

Silver Crusade RPG Superstar Season 9 Top 32

Why not a Paladin? Looks like your party is a little short on charisma, it's a pretty focused and straightforward class, with great survivability. The spellcasting is prepared, but has a pretty short list, and there are variants (at least one, anyway) that give up spellcasting. Could easily be built for melee or ranged combat. Paladins are definitely not everyone's cup of tea, but broadly speaking it seems to work well here.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

Investigator or Skald should be straight-forward enough.

Both provides coverage of knowledge skills and can provides group buffs.

If going Investigator, I tend to like to mix extracts/infusions as necessary. Mix enough for one combat, leave the rest open. Create others out of combat as needed and after each combat. This allows you to be very flexible about what you use.

Skald allows you to give the Barbarian extra rage rounds without the fatigue. Let the Barbarian use their own rage in the big battles, use the Skald stuff to handle the smaller battles. Spontaneous caster (like the Oracle), so only have to deal with a limited spell list in play.


Melkiador wrote:

*He may prefer the archaeologist bard, since it doesn't get perform.

*If he just wants something oracle-like the shaman is an obvious choice.
*Warpriest and Inquistor also share these qualities.

The bard spell list was not his favorite, but I will bring it up just in case. Shaman is actually something I considered, but I think the Prepared casting and especially the extreme versatility of the Wandering Spirit will just frustrate him. I also considered the Warpriest, but they're prepared, so I turned it down initially.

Inquisitor is a maybe, though. I'll have to see how he feels, but it might be too much.

kestral287 wrote:
If he likes Oracles, a Sorcerer should also do him well enough. For Snazzy Flavor and extra survivability to boot, he could push into Dragon Disciple. Extra natural armor, extra Con, d12 hit dice.

Yeah, that's actually a great idea.

kestral287 wrote:
Alternately, Bloodrager. Survivable, has options, but isn't really too complex. You rage, you buff, you eat faces. That said, with a Barbarian already in the party things could get wonky. Or crazy awesome. Or both.

Bloodrager is one of the classes I have absolutely zero interest in. Less than zero. But you're right, it's perfect. It's only the presence of the other Barbarian that might make this a no go.

kestral287 wrote:
Option the Third, what kind of Oracles has he played around with? They're a really flexible class, maybe suggest another kind of Oracle that works differently enough to be interesting but is still familiar to him.

He's done an Ancestral Oracle beatstick, a Blackened Flame Oracle (with a crossblooded sorcerer dip for +2 damager per die) all out blaster, and a semi-switch hitter Spellscar Oracle that used Spiritual Weapon and rays at range, and a two-hander in melee.

Westphalian_Musketeer wrote:
An investigator may be suitable, with their diverse skills and the ability to augment them with certain extracts they could build a character suited to identifying enemies, getting past traps, scouting or being the party face.

Yeah, I think Investigator is way too flexible and complicated--you only get a good payoff with nigh-optimal play.

Westphalian_Musketeer wrote:
1. Druid: Themed choices aplenty, you can pick a domain or an animal companion, and its archetypes all come with some rather heavy flavoring. The issue here is that they're a prepared spellcaster.

Yeah, I've played a Druid and it was both the most powerful class I've ever played, but also the most intensive. To really get the most out of it, I had to know the best spells for the job, the best animal to turn into, pet stuff, acquiring and training animals, summoning...it's lots of fun for someone like me, but not so much for him. Definitely out.

Westphalian_Musketeer wrote:
2. Hunter: The Druid, minus domains, the higher-level spells, and perhaps to its benefit in this case, prepared casting as well. The teamwork feats that work with the animal companion offer flavor in the form of how hunter and beast grew to develop personal tactics in battle.

I was strongly considering suggesting this, but the prepared casting concerns me. He's big into animals and animal rights and stuff away from the table, though, and I fear he would be uncomfortable having an animal to fight for him.

Westphalian_Musketeer wrote:
3. Inquisitor: You purge heresy from your faith and see its tenets meted out wherever you go. They're a spontaneous 6/9 caster with plenty of self-buffing options. They've also got bonus teamwork feats.

Yeah, definitely considering this, but might be too complicated.

Westphalian_Musketeer wrote:
4. Sorcerer: Like the oracle, they're a spontaneous caster with a themed source, namely their bloodlines. They've got the wizard list of spells, which means they've got far more options than a bard. If they don't like illusion/enchantment/support, you could build them as a necromantic debuffer, or perhaps have them focus on conjuration magic and ruin the enemies' tactics by forming a pit of acid underneath their guy in heavy armor.

The only reason his blasting character was an Oracle and not a Sorcerer was because he was so nervous about their lack of armor. Yes, I explained that Mage Armor is exactly as good (better, really) than light armor and that their other defensive buffs functioned BETTER than armor, but ultimately, no, he was not willing to be a clothy. Dragon Disciple, though, might work. Can they ignore spell failure? I'll have to look into it. I know so much about this game, but it's strange how little I know about the stuff I don't care about.

Vorduvai wrote:
How about a Hunter?

I think this could work, but see my concerns above.

mechaPoet wrote:
Why not a Paladin? Looks like your party is a little short on charisma, it's a pretty focused and straightforward class, with great survivability. The spellcasting is prepared, but has a pretty short list, and there are variants (at least one, anyway) that give up spellcasting. Could easily be built for melee or ranged combat. Paladins are definitely not everyone's cup of tea, but broadly speaking it seems to work well here.

You're right, it does work, but I forgot to mention the GM specifically asked no Paladins (and everyone in the group except me HATES Paladins for some reason.

BretI wrote:
Investigator or Skald should be straight-forward enough.

I don't think Investigator is straightforward at all--even their core combat ability Studied Combat/Studied Strike tries to trick you into Studied Striking right away and blowing the actually great Studied Combat buff. And then you need to do all kinds of elixir and potion stuff. Too much. Skald is probably much better for him than Bard, but Rage really won't help the party and I don't foresee enough combat rounds per day for the Barbarian to run out of her own Rage that conserving Rage is a valuable asset.

Thanks again, everyone. I'm going to suggest Bloodrager and then investigate Dragon Disciple, Hunter, and Inquisitor. Anything else?


I play a Wizard that might be to his liking. Basically just go read the guide to the blockbuster wizard, it is explained there, but you mostly just lay waste to everything with evocation magic. I memorize Mage Armor, Burning Hands x4, Flaming Sphere x3 at level 3. It isn't exactly simple, but it does have a kind of laser focus to it.


How about a reach build? They usually are fairly straight forward in what they need and how they work, but they require understanding and control of the battle field.
I recommend Combat Patrol if he's up for a bit of a more interesting challenge.

Perhaps an Aberrant Bloodrager - very slow and selected spell progression, interesting abilities and still powerful.
I can also recommend the new Eldritch Scion magus, makes the class spontaneous and adds a bloodline to it. Both classes have good survival odds (mirror image, shield, magic armour..)

There are other possibilities, for example a "One hit" build, using Vital Strike and heavy guns or a reach build again.

There are some very fun archetypes for Ranger too, which is a perfect class to dive into a style without wracking your brains. TWF Shielded ranger for example is very accessible, but different enough to move and whack.


Whip trip monk/fighter

Scarab Sages

mplindustries wrote:
I was strongly considering suggesting this, but the prepared casting concerns me. He's big into animals and animal rights and stuff away from the table, though, and I fear he would be uncomfortable having an animal to fight for him.

While the pet fighting for you angle i can do nothing about, the hunter is NOT a prepared caster.

PRD wrote:
The hunter can cast any spell she knows without preparing it ahead of time.

They are spontaneous casters.


If ranged is an option, Bolt Ace gunslinger archetype is fun. Potent, relevant and simple enough, with enough options.

I am going to expand into the TWF + shield build.
First, you can be working with BullRushing with Improved Shield Slam to provide your team with control and AoOs.
Second, I would consider investing in a Menacing Weapon. Perhaps combined with a class feature or feat that grants allies a Teamwork Feat, Outflank. This means this person is paying a lot of attention to the battle field and positioning, if done right, can give everyone threatening his target an extra +4 on flanks and perhaps AoO from Bullrush (Shield Slam) and Menacing (on crit). Very beefy, very durable build if you wish.

When I started Pathfinder, I started with the Ninja. This is a very fun class, and while I understood how rogues were supposed to work, this class had the right number of complexity and simpleness. I could dive deep into a concept for it or remain with the standard, and still be effective.
Their rogue/ninja talents give a lot of flexibility without the hassle of prepared spellcasting. Note that it can also cast through the Eldritch Rogue or the ACG wand rogue archetypes (if rogue..).

Good luck :)

RPG Superstar 2015 Top 32

He could always try a lock-down caster. I've seen a very effective build based on using a marid blooded sorcerer with a dip level in waves oracle with the freezing spells revelation. Combined with Rime Spell, it was rapidly changing the damage types on various spells to cold, before staggering and entangling anything that failed the save against them. It made for very effective battlefield control.


burkoJames wrote:
mplindustries wrote:
I was strongly considering suggesting this, but the prepared casting concerns me. He's big into animals and animal rights and stuff away from the table, though, and I fear he would be uncomfortable having an animal to fight for him.

While the pet fighting for you angle i can do nothing about, the hunter is NOT a prepared caster.

PRD wrote:
The hunter can cast any spell she knows without preparing it ahead of time.
They are spontaneous casters.

Wow, that totally changes my opinion on the class. I was just assuming because both parent classes are prepared. And wow, they get ranger spells? That's pretty cool. Maybe I would even like it.


On the Hunter, he may not be against it if you explain to him two things: Animal Companions are your willing allies, not your trained pets, and a Hunter can resurrect his Animal Companion.

Regardless, I'd suggest a Slayer. It's fairly focused concept-wise, but powerful for a martial and has a good mix of skills and combat ability.

They can carry out various builds, doing especially well with TWFing as compared to most other classes due to access to a Ranger's Combat Style (mo' Strength, less problems).

Liberty's Edge

mplindustries wrote:
Wow, that totally changes my opinion on the class. I was just assuming because both parent classes are prepared. And wow, they get ranger spells? That's pretty cool. Maybe I would even like it.

Hunter can stack a bunch of bonuses to be surprisingly deadly.

A melee Hunter (and his pet) can, by 9th level, have Outflank, Paired Opportunists, Broken Wing Gambit, and Pack Flanking. Combined, these allow both of them to attack any foe they're targeting, at +8 on top of normal bonuses, whenever said foe attacks either of them.

That's...a really absurd little combo, and uses a whole one of their actual Feats (for Combat Expertise...you probably want to spend one more on Combat Reflexes) and a few skill points (which they have many of).

And that's just one possibility, and not even counting the Skirmisher Tricks you can add to your Companion.


Personally, I think he might have fun with a blasting focused wizard ala the blockbuster wizard guide.

Cliff notes version;

Evocation school specialization, admixture subschool.

Magical Lineage(Fireball) trait. -1 spell level on metamagic.
Maybe that trait that gives you +1 cl to 3 spells. It's a campaign trait though, so don't count on it.

If starting at level 1, human.

Spell focus(Boom), Spell specialization (burning hands)

Intensify spell is good. So is quicken, dazing, empower, maximize.

Spell perfection (fireball) and stuff.

Buy rods of stuff(that one that lets you exclude people from areas come to mind. Sculpt? It's 3000gp a pop). Remember that you count the spell as its level unmodded by metamagic for the purpose of rods. Use normal metamagic to fill higher-level than 3 spell slots.

Only ever prep fireball. High-level spells are for metamagiced fireball. Totally more awesome than anything comparable to be done with a sorc, even though that'd be more versatile than this monstrosity.

But I gather 'versatility' is not the name of the game.

And he can always prepare other stuff when he gets bored of the 'splosions.


I personally love 2-handed shield-bashing Ranger/Slayer. In my profile there's a link to Bashing Buzz, a Ranger who does just that and works wonders. It's a somewhat old build though, so I'd adjust a few things (like trying to work Cornugon Smash + Hurtful somewhere and grab the archetype that replaces Animal Companion with the Warpriest's Blessings, so that I could teleport as a move action at 10th level).

Can also be done with Slayer.


My vote is on the Slayer too. I'd like to recommend the Sczarni Executioner archetype.


A thought: how flexible is your GM? Would they allow, say, a character that uses Wizard or Arcanist class features with Sorcerer spellcasting?

I know my GM has allowed it (I have a Kensai Magus with spontaneous, Int-based casting) simply because I asked, and when asked why I said I prefer spontaneous casters because they're easier to work with. If your GM is similarly open to stuff like that, that would massively open up this player's options.

Grand Lodge

Not seeing ranged.

Archer Inquisitor seems a nice fit.

Liberty's Edge

Secret Wizard wrote:
My vote is on the Slayer too.

Slayer's not really any more complicated than Fighter in combat, except for maybe wanting to flank...and having more options than that was a requested build element.

Secret Wizard wrote:
I'd like to recommend the Sczarni Executioner archetype.

Only in an Evil game.


How about summoner? They get armor and spells and are focused on conjuration. The eidolon is focused on its base form. Humanoids make good skill users and quadrapeds make good pouncing multi-attackers.


I’d think that a ____ Shaman Druid might provide some clarity of theme and purpose, especially if it focused strongly on summoning. If the player is uncomfortable with having animals in combat I guess that might not work out though. Maybe the player wouldn’t feel so bad for dinosaurs and reptiles...tough to guess...

Evangelist Clerics seem pretty cool. They’re a little like the Bard but still have the Cleric/Oracle spell list the player is already comfortable with. Focusing on healing might be boring. Focusing on summoning might be great fun or annoying depending on the group. They’re just two things which seem like they’d usually be useful for somebody who wants to memorize the same list of spells every day.


Maybe an Intimidate build would be to his liking? It's got more layers than a standard 2HF build but is still fairly simple. An Order of the Cockatrice Cavalier would be good, take Daring Champion if he isn't keen on the mounted aspect.

Grand Lodge

Summoning, Companions, and Prepared Casters, are perhaps a bit more paperwork, than the player might be ready for.


Deadmanwalking wrote:
Secret Wizard wrote:
My vote is on the Slayer too.

Slayer's not really any more complicated than Fighter in combat, except for maybe wanting to flank...and having more options than that was a requested build element.

Secret Wizard wrote:
I'd like to recommend the Sczarni Executioner archetype.
Only in an Evil game.

I usually play Evil characters in every game, they are just huge opportunistic douches, who fulfill the quests for lust of treasure, glory or what not.


blackbloodtroll wrote:

Not seeing ranged.

Archer Inquisitor seems a nice fit.

I agree an archery focused inquisitor is probably the best idea. Your party lacks a couple of things you have no real ranged combat, you also don’t have a skill based character, or someone good at scouting. An inquisitor is good at all of these.

Judgments may seem complicated at first but if he can just stick with the obvious ones and ignore the others as he wants.


Arcanist (any variant, though occultist's summon-spam seems best) allows sorceror-style casting but lets you change up spell lists any day.

Synthesist Summoner/Blood God Disciple lets him morph into a cannibalistic monster that grows more powers (evolution points) by eating his enemies. With or without the BGD he can completely change up his superpowers every level, and try out anything from skill monkey to Kali to terrifying mount that another character rides into battle.

Conjuration (teleportation) wizard has a really awesome special ability and good spells. Focus on support and while you might not be "winning the DPR olympics" you always have something to do. Really, ANY wizard.

Debuff-focused witch can make baddies cry, go scarred witch-doctor and you can be crazy-good at intimidate and really hard to kill too.

A kitsune Trickster is, of course, sub-standard, but can be quite interesting and if you're as good a theorycrafter as you say he should be good enough, and the magical tails will let him get some decent magic without being a spellcaster. Plus you could toss the racial archetype and just be a Slayer. Of course the player has to be okay with being a filthy condemnable furry. #fursecution

Zen-archer Tengu.

Just dig through KrazyKrow's Character Emporium and look for inspiration. There's a LOT of characters there.


Errant Mercenary wrote:

How about a reach build? They usually are fairly straight forward in what they need and how they work, but they require understanding and control of the battle field.

I recommend Combat Patrol if he's up for a bit of a more interesting challenge.

I would actually go with lunge. When you attack something at the end of your range with lunge, they end up 15' away instead of the usual 10' away. So that means they can't just take the usual 5' step to avoid AoOs and get full attacks. So lunge adds both to offense and defense.

Lunge also has the advantage of getting polearms to full attack anything in a 45' circle. Always nice.

How about a melee debuffer (possibly on top of reach)? I know of a couple simple feat chains that can get 1 hit to give a -4 to saves against spells (and -2 to a lot of other important stuff). Who doesn't love that?


I also vote for inquisitor, although managing his judgements per day can be a bit tricky if you guys fight a lot. That aside is a spontaneous straightforward secondary melee. You can also play him as an archer. Great flavour and a lot of skills and class features to have him excited.

A second option is Zen Archer monk. Great range fighting (which you guys will appreciate), very beefy for a ranger and very straightforward and SAD. Add Qinggong archetype along with the Zen archer to add more options.

My third vote goes to Alchemist. Preferably melee or even bomber (not suited for many combats). He can play with extracts and make for a very versatile secondary melee. He also has many, maaany skill points.

Last but not least is the Summoner. If you build him a basic pouncing quadruped eidolon you can have a front line tank and incredible damage dealer (so he will have the thrill of rolling the dice) and at the same time a secondary caster on the back that buffs the whole party and throws incredible control spells. Building the eidolon can be a hassle but in combat is really straightforward.

I would also consider full blaster sorcerer (typical wildblooded draconic, primal or orc bloodline) and have him play with blasting and ray spells. Take also useful utility and control buffs and you have a great addition to your group (aoe damage, and cha based and can cover some roles you don't have yet).


The Dragon wrote:
Personally, I think he might have fun with a blasting focused wizard ala the blockbuster wizard guide.

Yeah, I'll see if I can interest him in that. It's worth a shot.

blackbloodtroll wrote:

Not seeing ranged.

Archer Inquisitor seems a nice fit.

Actually, my character is the ranged support--a Hydrokineticist. What we're really missing is the arcane utility (the Magus could maybe do it with Spell Blending, but not completely), but I don't see him wanting to fill that role.

Melkiador wrote:
How about summoner? They get armor and spells and are focused on conjuration. The eidolon is focused on its base form. Humanoids make good skill users and quadrapeds make good pouncing multi-attackers.

I agree. I just ran some options by him, though, and Summoner received the response "sounds like Pokemon." I shouldn't have mentioned the evolution pool.

blackbloodtroll wrote:
Summoning, Companions, and Prepared Casters, are perhaps a bit more paperwork, than the player might be ready for.

Yes, but I would amend it to more than the player might be interested in.

Mysterious Stranger wrote:

I agree an archery focused inquisitor is probably the best idea. Your party lacks a couple of things you have no real ranged combat, you also don’t have a skill based character, or someone good at scouting. An inquisitor is good at all of these.

Judgments may seem complicated at first but if he can just stick with the obvious ones and ignore the others as he wants.

While I agree Inquisitor is a good fit, he apparently doesn't want to be Divine.

Also, the GM gave us all 2 extra skill points and high stats, so we're pretty well skilled. We've got all the bases covered. The Magus and I have all the classic rogue stuff covered. Like I said, we're really missing arcane utility, but I know for sure we won't be getting it, and that's ok.


People need to start mentioning the Far Strike Monk in place of the Zen Archer more.


I Think i sorcerer is a good option for some one waiting a character that isent too complex. Pehaps a Half orc with red dragon bloodline. That Will allow both some damage and some utillity. And a relatively small selektion of options.


Lots of good suggestions from people i think! :)

I can't help but ask, what are his own suggestions?
Maybe suggest him to look/think it through himself a bit, and chose whatever most strikes his fancy? Then support him more concretely with his actual build, if necessary?

I am just getting a few vibes of "im just sitting here, laid back, while you suggest me options" (from the player) and that make ME go "Ok, think about it. You have had a lot of suggestions given to you, now think it over, and see what you come up with!"

Just my perspective, give and take.


Half orc Dirty Fighter and Dervish of Dawn fighter. Be awesome at dirty tricks. I had a much more indepth build post ready but my phone screwed it so you get that instead. If running up to people and destroying their ability to wage a meaningful war without doing damage interests you or your player ill do a more indepth build suggestion once i get home in a few hours.


Secret Wizard wrote:
People need to start mentioning the Far Strike Monk in place of the Zen Archer more.

No, they don't.

The Far Strike Monk is basically identical to the Zen Archer, except it uses Thrown weapons...which are about 10x worse than a longbow. And it lacks half the class features a Zen Archer gets (basically, it gets Invisible Blade in exchange for: Free Weapon Focus/Specialization, Wis instead of Dex to-hit, Point Blank Master, Reflexive Shot, and Ki Focus Bow. Fair trade /snark).

They're more expensive, deal less damage on average, at a shorter range.

The Far Strike Monk is not something worth mentioning, especially not in comparison to the archetype that literally gets everything it gets (sans a bonus to Sniping...which will never be useful to someone with thrown weapons and no Sneak Attack) and loads more, with a better weapon, for a cheaper price.

Maybe if it gained an ability akin to the Blinkback Belt, we could talk.


LordofMuck wrote:

Lots of good suggestions from people i think! :)

I can't help but ask, what are his own suggestions?
Maybe suggest him to look/think it through himself a bit, and chose whatever most strikes his fancy? Then support him more concretely with his actual build, if necessary?

I am just getting a few vibes of "im just sitting here, laid back, while you suggest me options" (from the player) and that make ME go "Ok, think about it. You have had a lot of suggestions given to you, now think it over, and see what you come up with!"

Just my perspective, give and take.

After the first wave of suggestions, he seems most interested in a bomb-throwing alchemist, but he's hesitant to deal with Extracts. I sort of want him to NOT be that, though, for selfish reasons. Obviously, there can be more than one ranged damage type in a party, but bombs and kinetic blasts end up so similar, it'll basically just be my slightly higher base damage vs. his additional splash damage and my infinite uses vs. his semi-limited uses to differentiate.

So, I'm selfishly pushing at least archery over bomb throwing. Hunter, especially, since he didn't balk at having a pet fight with him.


He can make an Underground Chemist rogue with the Bomber rogue talent.

RPG Superstar Season 9 Top 32

This might fit the bill it's a cavalier rogue build that combines the scout archetype's delivery of SA on a charge with the cavalier's mounted prowess on a small character that can fit into any dungeon.

The most complex elements are lining up your charging lanes and using good tactics like flanking full attacks when you can't set up the big charge hits.


mplindustries wrote:
LordofMuck wrote:

Lots of good suggestions from people i think! :)

I can't help but ask, what are his own suggestions?
Maybe suggest him to look/think it through himself a bit, and chose whatever most strikes his fancy? Then support him more concretely with his actual build, if necessary?

I am just getting a few vibes of "im just sitting here, laid back, while you suggest me options" (from the player) and that make ME go "Ok, think about it. You have had a lot of suggestions given to you, now think it over, and see what you come up with!"

Just my perspective, give and take.

After the first wave of suggestions, he seems most interested in a bomb-throwing alchemist, but he's hesitant to deal with Extracts. I sort of want him to NOT be that, though, for selfish reasons. Obviously, there can be more than one ranged damage type in a party, but bombs and kinetic blasts end up so similar, it'll basically just be my slightly higher base damage vs. his additional splash damage and my infinite uses vs. his semi-limited uses to differentiate.

So, I'm selfishly pushing at least archery over bomb throwing. Hunter, especially, since he didn't balk at having a pet fight with him.

Don't forget the fact that he can potentially throw multiple Bombs a round, each one just as powerful as your Blast.

The comparison of Alchemist vs Kineticist I did made me sad.

So yeah, I understand that. =)


So, with little effort, he wants to play a ranged Hunter. He's really into the idea of throwing hatchets, and, I will do what I can with that, but I warned him he might need a bow to be effective.

Anyone know of a good Hunter guide and/or a guide for throwing weapons? I'll post a new thread for that purpose, since it's off topic now, but I'll still take advice here happily.


Blinkback Belt is pretty much required, but beyond that you just build it the same way as an archer for the most part.


Yeah... Throw weapon builds require some ment gimnastics to work, unless you're using homebrew.

Personally, I just allow a homebrew glove that costs 1k and gives the character the ability to summon masterwork thrown weapons such as daggers and shuriken, which disappear 6 seconds after the lose contact with the glove.

Thw glove itself can be enhanced in the same way and for the same price as an weapon. It transfers those enhancements to the thrown weapons it creates.

It works.


mplindustries wrote:

So, with little effort, he wants to play a ranged Hunter. He's really into the idea of throwing hatchets, and, I will do what I can with that, but I warned him he might need a bow to be effective.

Anyone know of a good Hunter guide and/or a guide for throwing weapons? I'll post a new thread for that purpose, since it's off topic now, but I'll still take advice here happily.

Mother

f~~@ing

Sliding-Axe Throw trip build.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Suggest an "advanced" but still straightforward build All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice