Need Help making a lvl 8 character.


Advice

Scarab Sages

I am going to start playing in the next few weeks (want to get prepared) A sword and shackles game, jumping in on Book 4.

Here is the info I got:
Party has a flagbearer, banner of kings, Bard, with some control spells. A 'healer', two druids: One that 'channels' to control water stuff, and is a 'water druid'. The other it pet centered, with an awesome pet. We also have a tankish swashbuckler who likes to parely (haven't looked at class c/p from skype convo.)

The DM Hates summoning, and has banned the zen archer allowed (my friend made one for society broke the game got banned in the home game), no summoner (hates summoning) and no magus (same friend broke the game with lvl 5 30ish ac got banned in home game)

I am really not sure what to make... If u got any advise or builds or what have you then let me know.
If not thats ok to... ;-)

Additional Info:
1 trait must be from Skull and shackles.
DM must approve chatacter after made. (hence hwy i want to prep now.)
Healer just heals. Druids summon lots of stuff even tho it bog down combat, and dm hates it. Bard buffs and dose control spells. Swashbuckler attempts to tank.

Thanks.

Sovereign Court

Tengu rogue (Swashbuckler).


Melee, healing, buffing and maybe control are covered. A ranged attack character perhaps?

A ranger archer is effective enough. Just make sure you get point blank master and manyshot, and stock up on various arrows and you should be OK. A gunslinger would probably be too good if the GM is scared by a magus.

A blaster who doesn't optimize too much might do too. An admixture subschool wizard perhaps?


Skills focus might be fun to do, so a form of rogue as mentioned, or a brewmaster alchemist would also be neat.
Let's see, lvl 8...
Well a human internal alchemist with the heart of the sea trait can basically hold their breath forever.
Explosive bombs or missiles is quite thematic if you are a pirate wielding volatile black powder.
You can also focus on poison or disease by lvl 8 (not really recommended)

As for the brewmaster idea, craft: alchemy can be used to create different beers, a staple theme among pirates, and extracts can very easily be portrayed as different alcoholic drinks.
Discoveries:
Breath weapon bomb let's you guzzle down a pint of strong beer, then spew it forth as a gush of burning grog (drink bomb, spew it out as a breath weapon)

I don't know, whenever I think of pirates on boats I think of an alchemist who is hurling explosive kegs of black powder or brewing his own grog or is a burly old sea dog hopped up on whatever he can get his hands on (mutagens).


With the bases somewhat covered like that you can do a lot of things. For me, Skull and Shackles begs for exotic and outlandish characters, hopefully with some kind of supernatural voodoo-esque theme even if they aren't casters. Level 8 means that you can go in with a lot of weird, wonderful stuff already hitting it's prime.

If you're interested, I've got an exotic and entertaining build for a storm-and-chaos themed Guided Hand Martial Artist 1/ Cleric of Hei-Feng X who can surround themselves with multiple AoE debuffs and charge into melee channeling Chaos Touch and Stunning Fist through their 9-ring broadsword flurry of blows. With focused wisdom AC and Mirror Image combined with Cleric/Monk saves, they're not easy to take down either.

My backstory was for a slightly unhinged Half-Elf worshipper of protean chaos, but human can work as well; any kind of chaos and storm worshipper should fit the Shackles like a glove.


Blockbuster wizard could be fun. Otherwise +1 to alchemist mad bomber and/or Hyde. (There are excellent guides around for these.)

Otherwise, hmmmm... Gozran warpriest conflicts with animal companion and druids, Besmaran warpriest or inquisitor conflicts with swashbuckler and cleric.. Maybe a LoreWarden / ManeuverMaster dirty trick specialist? Or the standard beast/spellsunder barbarian?

Scarab Sages

I think you guys are right, that most of the bases are covered. Barb I think would be kinda boring, I would play it if they party needed DPS, but it doesn't seem like it dose from my talks with people.

A Ranged type character seems like a good option...

I have played an Investigator before in emerald spire, and it was fun with all the self-buffs. I differently was not min-maxed, but I was 'buff maxed' lol. So the idea of a 'mad bomber' seems interesting. I thought the alca fell off at higher levels?

A Pure archer, or even an elven arcane archer could be a fun option, as could as fireball wizard.

Black Lotus


I really like the Sohei Monk's ability to become deadly with a bow by level 6 by taking the special Sohei Weapon Training: Bows feature and grabbing Gloves of Dueling.

Since the Sohei can wear armor and pick up a +3 to archery attack and damage from training+gloves, you can stat for strength>dexterity>other and use flurry of blows with high-strength composite longbow attacks that even benefit from the Monk's unarmed strike damage resistance breaking. At close-quarters you can pull out a Monk Sword or go fists to good effect as well. Swapping in Qinggong powers also lets you pick up Barkskin for great defense and some other options.

The Zen Archer is also really good, with even more specialized bow tricks and the ability to focus on wisdom for attacks. But it doesn't get weapon training/gloves and doesn't get to automatically treat a bow as if it were magic/cold iron/silver/lawful by 10, and without armor they need to stack wisdom and some dexterity at the expense of a strength bonus. Personally I also just like the flavor of pulling a sword and going two-handed power-flurry against foes that think rushing the archer is a good plan.


You probably want to play somebody who can lay down the smack with a lot of damage, or somebody who has arcane fullcasting. An 8th level bloodrager would be a fun second martial, while an inquisitor could get really crazy with stacking inquisitor buffs and bard buffs. If there's sufficient evil, an archer paladin could be nice. I don't have experience with the AP, though, so take my word with a grain of salt. Maybe you could try a throwing-weapon character- a switch hitter of sorts. Get a Belt of Mighty Hurling and pump strength into the roof and you could have fun.

Scarab Sages

Zen Archer is banned.
kinda wanna stay away from Monk archer of any type, as DM had a bad experience. I am prob going to go High DPS with Archer(An arcane archer is an option) if anyone wants to suggest any builds.

BlackLotus


Arcane Archer is often considered kind of disappointing, though I've not gone that road myself.

Pure martial archers are great, though either full Warpriest or Warpriest 4/ ? X makes a really powerful archer. One unusual and potentially powerful option is Martial 1/ Witch 6/ Eldritch Knight, since the Witch can get Heroism and Divine Favor with the Strength Patron for a really potent buff, then just take utility Hexes.


I think that our RotRL group will be doing S & S by winter too.
If you haven't tried an Alchemists, then I third that suggestion.
Grenadier (alchemical weapon is entertaining)or, again, Internal would be fun for that AP.


What Paizo sources are open, and can you take Additional Traits (feat)? Can you pick up regional Traits?

Silver Crusade

Internal alchemist= no int damage to bombs though.

That said... Imagine watching a ship pull along side you, then from under it rises the incredible hulk...


If you're going to shoot things you could do worse than ranger 8. The feats might go
1: point blank shot
2CS: precise shot
3: rapid shot
5: weapon focus (longbow)
6CS: manyshot
7: point blank master
To be followed by clustered shots, improved precise shot, maybe craft magic arms & armor or impact critical shot.

For items, assuming that there's a limit of half your 33K wealth on any one item, maybe:
+1 seeking composite longbow
+1 spell storing mithral chain shirt
+2 cloak of resistance
+1 amulet of natural armor
+1 ring of protection
8K on either an assortment of arrows, or if your GM insists on buying in units of 50, get 50 +1 corrosive arrows
Efficient quiver
Some consumables, trick arrows, mundane equipment.


Would you believe I forgot deadly aim above? Swap rapid shot for deadly aim, or if you choose a human you can get both. Also a +2 dex belt is probably better than getting spell storing on your armor.

Frying things doesn't have a lot of requirements, particularly if you're aiming at a lower level of optimization. I'm assuming that dazing spell, crossblooded sorcerer dips, and metamagic rods are out here based on your GM's bans above.

Admixture wizard 8
Take enchantment and necromancy as opposition schools.
Get a trait reducing the cost of metamagic on either fireball or scorching ray.
Feats
1: Scribe scroll, spell focus (evo.)
3: Craft wondrous item
5: Empower spell, spell penetration
7: Creative destruction
Humans can get spell penetration at L1 and take Fast Study at L5 instead, similarly for elves.

For gear, assuming 33K/max 50% on any one item
Headband of vast intelligence +4
Belt of con. +2
Cloak of resistance +2
Spellguard bracers
Handy haversack
A few consumables

Silver Crusade

On a personal note, I dislike GMs who throw the ban hammer around so loosely. That said, here is an alchemist build, one is the mad bomber, the other Mr. Hyde.

Mad bomber-
Grenadier archetype

Race- elf, half-elf, or half-orc. I'd go elf.

Primary stat- Int. Have it at atleast 18, 20 (after level inceeases) ,,by level 8. Secondary -Dex/con/Wis. Dump- cha, str.

feats- (not listing class bonus feats)
1- point blank shot
3- deadly aim
5- additional discovery
7- rapidn shot.
9- another discovery
Diacoveries-
2- precise.bomb (free), tanglefoot bomb
4- explosive bombs
5- infusion of you want to share extracts, otherwise enhance/extend potion is always useful. Also underwater demolition may be useful.
6- wings or grease bomb is fun. I prefer the wings.
8- fast bombs. OR force bombs. You want both soon

Magic items you'll want-
Cloak, highest can afford
+Int headband, if possible up wisdom a bit too
+dex belt
Magic armor.

A metric ton of acid flasks, alchemist fires, etc. You get int to damage on these as well. Great for weaker
enemies/conserving bombs.

Best use of 1-2 first level extracts- targeted bomb admixture, you lose splash, but get Intx2 damage on single targets

Mr. Hyde-
Vivisectionist/beast morph/Internal alchemist.

Stats- you want a high strength, and a good to high Int. Dump Cha, boost Dex/con to about 14 each. Str and Int you want 16-18, (its OK to leave str 16) put level increases into str.

Feats-
1- Iron will,
3- power attack
5- additional discovery
7- additional discovery/toughness/ choice.

Discoveries-
2- feral mutagen
4- spontaneous healing
5- enhance potion/ or infuse mutagen
6- wings
8- extend potion / your choice
Depending on style, enhance/extend potions work extremely well with Mr. Hyde for self buffing, even better since 99% of your 2nd level spell slots should be alchemical allocation.

Items- you want a +4/+4 str/con here. +2/+2 for Int and wisdom.
Cloak +3 at least, atleast amuelt of mighty fists +1, preferably+2.
Rest is icing.

For 3rd level spells-
Orchid drops- +2 alchemical bonus to all saves. And 2d10 HP regian when you use mutagen... Yes please, what's better is it lasts hour/level and doesn't go away when you use your mutagen.

Monstrous physique - this leads to some really nasty combos that are best saved for really hard boss fights, o shet moments, or if the GM did something to upset you. Hehe.

Once you get access to level 4 spells, first pick up should be-

Greater invisibility- you have a rogues sneak attack... That is all.


Since you were looking at a magic/archery theme...

The Witch-Warden: Human Inspired Blade Swashbuckler 1/ Witch 6/ Eldritch Knight X
Trait: Magical Knack

STR 14
DEX 15/17++(+)
CON 14
INT 15
WIS 8
CHA 8

1(IB). *Inspired Panche, Inspired Finesse* / Point-Blank Shot / +Human: Rapid Shot / +IB: Weapon Focus: Rapier
2(Wi). *Familiar: Raven, Hex: Cauldron*
3(Wi). *Hex: Flight* / Precise Shot
4(Wi).
5(Wi). *Hex: Soothsayer* / Quickdraw
6(Wi).
7(Wi). *Hex: Fortune* / Weapon Focus: Longbow >OR< Additional Traits: Fate's Favored, Wayang Spell Hunter (aka Metamagic Mastery)
8(EK). *Diverse Training* / +EK: Fencing Grace
9(EK). Manyshot
10(EK).
11(EK). Quicken Spell

Archery: since you're starting at level 8 you're pretty much good to go, picking up Manyshot in one level. Since you can cast both Divine Favor and Heroism already, you've got a very substantial buff - it more than covers the fact that you're at -3BAB compared to a martial. If you're allowed Fate's Favored you're doing even better. Your strength adds a decent bonus with a composite longbow, and if you want you can routinely run Bull's Strength with an Adaptive longbow for a little more punch. Because you have access to Greater Magic Weapon, you can apply elemental bonuses to your weapon freely instead of enhancements.

Melee: you're a switch-hitter able to draw a rapier in a pinch and inflict respectable damage with it (again, Heroism and Divine Favor). You've also got a little bit of Swashbuckler Panache for parrying or dodging - very handy if you get charged or otherwise want to go rapier-and-shield.

Defense: Mage Armor and dexterity is a decent start, but thanks to the Quickdraw feat you constantly defend yourself with a Quickdraw Light Shield whenever you aren't shooting or casting (free action on and off, so you're essentially always shielded when it matters). On top of these standard defenses, you can use the Ironskin spell to routinely bring your AC up - it's Min/Level and even more natural armor than Barkskin.

Offensive Spells...

Stone Discus: benefits from all of your combat buffs, giving it a hefty amount of punch. Any time a full attack isn't happening, this is a handy go-to for a really solid damage strike without save. By 11 it's 12d6+3/4 with Favor/Point-Blank.

Wandering Star Motes: isn't going to be fantastic because you don't have the DC for it, but since it re-targets its still decent. However, you cross it with...

Quickened Ill Omen: ruins the target's next 3 d20 rolls by level 10. As a swift-action spell, you can combine it with Star Motes, gimping your target's ability to resist and making your weaker DC not the issue it would be. Or if you're shooting things up, you can just hand-wave this horrible little debuff wherever it's called for without slowing down your rain of arrows one bit.

Quickened Divine Favor: is fantastic depending on how things play out.

Named Bullet: is an execution. Putting this on an arrow beforehand makes it an automatic x3crit threat, adds your caster level to the damage, and targets touch AC if you're at close range. Learn the boss's name (or type) beforehand, imbue a special arrow or two with Named Bullet, watch your full attack start with a bow-crit circus.

Spell Storing Rapier: dare them to melee with your Stone Discus shooting sword.

Since you're only going Witch 6, Hexes are only good for support - but Cauldron, Flight and the ability to Fortune everyone in the morning and let them pick their moment are still great.

Your familiar bases much of their scores on your character level so it's pretty resilient, but assure your GM it's non-combat (though potentially an awesome spy and watchman). Since he's wary of more party, invite him to 'voice' your raven (ravens can talk) with a cynical and sarcastic running commentary expressing his disdain for your (mis)adventures.

Scarab Sages

This is one character i cooked up. Any sugestions for Mecanics, or Roleplay ideas please post.
Thank you for your guys time, this has been a great help.

Need Nmae
Male human (Shoanti) alchemist (mindchemist) 8 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 19)
CG Medium humanoid (human)
Init +3; Senses Perception +16
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 luck, +1 shield)
hp 67 (8d8+24)
Fort +10, Ref +11, Will +4; +6 bonus vs. poison
DR 5/lethal; Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Ranged bomb +9/+9/+4 (4d6+7 Fire) or
force bomb +9/+9/+4 (4d4+7 Force) or
tanglefoot bomb +9/+9/+4 ()
Special Attacks bomb 16/day (4d6+6 fire, DC 20)
Alchemist (Mindchemist) Extracts Prepared (CL 8th; concentration +14)
3rd—channel vigor, heroism, monstrous physique I[UM]
2nd—alchemical allocation[APG], alchemical allocation[APG], alchemical allocation[APG], barkskin, focused scrutiny[ACG], lesser restoration
1st—ant haul[APG] (DC 17), crafter's fortune[APG] (DC 17), heightened awareness[ACG], jump, negate aroma[APG] (DC 17), targeted bomb admixture[UC]
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 14, Int 23, Wis 10, Cha 7
Base Atk +6; CMB +4; CMD 18
Feats Deadly Aim, Extra Bombs[APG], Extra Discovery[APG], Extra Discovery[APG], Point-blank Shot, Rapid Shot, Throw Anything
Traits - custom trait -, child of the temple
Skills Craft (alchemy) +22 (+30 to create alchemical items), Disable Device +14, Fly +6, Knowledge (arcana) +25, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +16, Knowledge (local) +26, Knowledge (nature) +25, Knowledge (nobility) +16, Knowledge (planes) +15, Knowledge (religion) +26, Perception +16, Sleight of Hand +12 (+16 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Spellcraft +17, Survival +11
Languages Common, Cyclops, Dwarven, Elven, Gnome, Halfling, Polyglot, Shoanti, Tien
SQ alchemy (alchemy crafting +8), cognatogen, discoveries (enhance potion, explosive bomb, fast bombs, force bomb, precise bombs [6 squares], tanglefoot bomb), perfect recall, swift alchemy
Combat Gear cognatogen, jingasa of the fortunate soldier, poisoner's gloves, potion of dimension door, potion of endure elements, potion of protection from cold, potion of protection from evil (4), potion of protection from evil, potion of protection from fire, potion of shield of faith +2 (4), potion of shield of faith +2, potion of stoneskin, sipping jacket, acid (9), alchemical cement (9), antiplague (3), antitoxin (3), buoyant balloon (6), burst jar (3), holy water (9), smelling salts; Other Gear chain shirt, mithral buckler, cloak of resistance +2, eyes of the eagle, handy haversack, headband of vast intelligence +2, air crystals (worth 16 gp, 1 lb), air crystals (worth 16 gp, 1 lb), alchemy crafting kit, bandolier, bandolier, bedroll, flint and steel, ink, black, inkpen, masterwork thieves' tools, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, mess kit, pocketed scarf, poison pill ring, pot, soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 1 sp, 9 cp
--------------------
Special Abilities
--------------------
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bomb 4d6+6 (16/day, DC 20) (Su) Thrown Splash Weapon deals 4d6+6 fire damage.
Cognatogen (DC 20) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enhance Potion (6/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +6 to save vs. Poison.
Poisoner's gloves (2/day) Each glove can be filled with liquid, and deliver with melee touch or natural att.
Precise Bombs (6 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sipping jacket (1/day) Pour potion into linining, then use it up to 24 hrs later as a swift action.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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