Paul Griffith |
Hey everyone, I have a couple of really cool race boons that I am gettingready to use. But I want to do something really cool with them. I have a Grippli and a Ratfolk boon. I am planning on making a musket master with the Grippli and an alchemist with the Ratfolk. But I want to make sure that these are both awesome. So, if anyone has any ideas for the classes I mentioned or something completely different for these special race boons please just let me know. Thanks for any advice, and I hope you have a great day.
Chess Pwn |
The premise is that a grippli clan has sealed away a powerful evil, and that one grippli (the medium) is the house for this seal and can use the power from the evil but needs to be wary of the evil taking him over.
My biggest thing with race boons would be to look for stuff that only they can do/take. So Archetypes, or feats that only work for them. Cause any race can be a musket master (plus I hear they are way boring), and any race can be a basic alchemist. So while those a fine classes to synergize with the stats given, I'd be looking for more of the options only available to that race.
Paul Griffith |
The premise is that a grippli clan has sealed away a powerful evil, and that one grippli (the medium) is the house for this seal and can use the power from the evil but needs to be wary of the evil taking him over.
My biggest thing with race boons would be to look for stuff that only they can do/take. So Archetypes, or feats that only work for them. Cause any race can be a musket master (plus I hear they are way boring), and any race can be a basic alchemist. So while those a fine classes to synergize with the stats given, I'd be looking for more of the options only available to that race.
Yeah that sounds interesting. I will look into special race classes.
Paul Griffith |
Mouser swashbuckler is pretty cool for a ratfolk. I have a grippli boon as well and I'm making a druid that delivers touch spells with his tongue.
Interesting, I will have to look into that, though I already have an Aasamar swashbucker that is a beast. As for druids, well that class was never one I was really interested in. Sounds cool though.
Bigdaddyjug |
Bigdaddyjug wrote:Mouser swashbuckler is pretty cool for a ratfolk. I have a grippli boon as well and I'm making a druid that delivers touch spells with his tongue.Interesting, I will have to look into that, though I already have an Aasamar swashbucker that is a beast. As for druids, well that class was never one I was really interested in. Sounds cool though.
Yeah I wasn't interested in druids either until I got the grippli boon.
Paul Griffith |
Paul Griffith wrote:Yeah I wasn't interested in druids either until I got the grippli boon.Bigdaddyjug wrote:Mouser swashbuckler is pretty cool for a ratfolk. I have a grippli boon as well and I'm making a druid that delivers touch spells with his tongue.Interesting, I will have to look into that, though I already have an Aasamar swashbucker that is a beast. As for druids, well that class was never one I was really interested in. Sounds cool though.
Cool, I will have to look into that.
Inlaa |
Something that strikes me about Grippli is they have +DEX and +WIS but -STR. This makes them well suited to being ranged warpriests, IMO. The question is: what weapon should you use?
But you already eyeballed guns so I think you know the answer.
Take 1 level of Musket Master, then 1 level of Molthune Arsenal Chaplain Warpriest (for Divine Favor), then 4 levels of Musket Master before going Warpriest again for the rest of your levels. By level 10 this means you only have 2nd level spellcasting (ouch), BUT you get really important buffs, such as Divine Favor.
Alternatively, go 3 levels of Trench Fighter, THEN go Warpriest. Don't use a two-handed weapon - get a buckler and a one-handed firearm (like a pistol) and use alchemical cartridges and rapid reload with rapid shot to fire as much as you like. This is a much shorter dip that still gets you DEX-to-damage. Combine this with Weapon Specialization, Weapon Training (with Duelist's gloves), and Divine Favor with the Fate's Favored trait and you can get... a LOT of damage while having some decent spellcasting.
Yeah, I think 3 levels of Trench Fighter followed by full Warpriest is good.
Another idea? Don't worry about DEX-to-damage. Instead, focus on playing a Molthuni Arsenal Chaplain with a gun. You'll get tons of damage from Weapon Training and from Divine Favor, you'll target touch AC, get full 6th level spellcasting - it's not a bad setup. And if you REALLY want DEX-to-damage later, just dip 3 levels of Trench Fighter after you hit level 7 (so, levels 8-10). That gets you 3rd level spellcasting (Divine Power) before you dip. Not bad.
But your best bet if you do Warpriest is Molthuni Arsenal Chaplain, either pure or with a 3 level dip.
EDIT: Either way, DEFINITELY take Fate's Favored (the trait) if you play a Warpriest. It's that good.
Paul Griffith |
Something that strikes me about Grippli is they have +DEX and +WIS but -STR. This makes them well suited to being ranged warpriests, IMO. The question is: what weapon should you use?
But you already eyeballed guns so I think you know the answer.
Take 1 level of Musket Master, then 1 level of Molthune Arsenal Chaplain Warpriest (for Divine Favor), then 4 levels of Musket Master before going Warpriest again for the rest of your levels. By level 10 this means you only have 2nd level spellcasting (ouch), BUT you get really important buffs, such as Divine Favor.
Alternatively, go 3 levels of Trench Fighter, THEN go Warpriest. Don't use a two-handed weapon - get a buckler and a one-handed firearm (like a pistol) and use alchemical cartridges and rapid reload with rapid shot to fire as much as you like. This is a much shorter dip that still gets you DEX-to-damage. Combine this with Weapon Specialization, Weapon Training (with Duelist's gloves), and Divine Favor with the Fate's Favored trait and you can get... a LOT of damage while having some decent spellcasting.
Yeah, I think 3 levels of Trench Fighter followed by full Warpriest is good.
Another idea? Don't worry about DEX-to-damage. Instead, focus on playing a Molthuni Arsenal Chaplain with a gun. You'll get tons of damage from Weapon Training and from Divine Favor, you'll target touch AC, get full 6th level spellcasting - it's not a bad setup. And if you REALLY want DEX-to-damage later, just dip 3 levels of Trench Fighter after you hit level 7 (so, levels 8-10). That gets you 3rd level spellcasting (Divine Power) before you dip. Not bad.
But your best bet if you do Warpriest is Molthuni Arsenal Chaplain, either pure or with a 3 level dip.
EDIT: Either way, DEFINITELY take Fate's Favored (the trait) if you play a Warpriest. It's that good.
That is a lot of really interesting ideas. I will look into all of that.
Inlaa |
Keep in mind trench fighter isn't PFS legal.
Is nothing PFS Legal? PFS! PFS!
Well, 5 levels of Musket Master in lieu of 3 Trench, ORRRR go straight Warpriest since that's probably a better option anyway.
(From Hell's heart I stab at thee, PFS...)
EDIT: And you need 4th level spellcasting for Divine Power, so yeah, just go Warpriest. Warpriest Warpriest Warpriest.
A 10th level Warpriest with 18 Wisdom (14 or 16 base with a +4 or +2 item) can cast two 4th level spells a day - or two Divine Power spells. If you have Fate's Favored, that's +4 to attack, damage, Strength checks, and Strength-based skill checks, and +10 temporary HP. Oh, and you can swift-cast it thanks to Fervor, and it lasts 10 rounds (a whole fight). And remember: twice a day. You can cast that twice a day. Oh, and Divine Power acts like Haste in terms of the extra attack. Yes, you get an extra attack.
(And you can use Divine Favor for less important fights, obviously.)
You also get Weapon Training +2 at this time (so +2 more attack/damage). Put on Gloves of Dueling to make it +4.
Use your 9th level Weapon Training ability to get Warrior Spirit (you get Weapon Training as a Fighter, so you can replace extra weapon groups with Advanced Weapon Training; you don't need the extra groups anyway since your Weapon Focus should be in a gun, not in any other group). Combined with Sacred Weapon, this means you can get +4 enhancement bonuses from your weapon and +2 enhancement bonuses from Sacred Weapon, and these all can be spent on weapon special abilities.
That makes for a kickass gun. Just get a +1 Reliable pistol and then use Warrior Spirit and Weapon Training to make it a godly pistol of mass destruction.
With Divine Power and Rapid Shot, you have 4 attacks a round with a +6 to attack and +8 to damage before we even factor in Sacred Weapon, Warrior Spirit, size bonuses, feats, or even enchantments on your gun. Or stats. Or BAB. Or anything, really, besides Divine Power and Weapon Training.
Oh, this is at level 10, which is very reachable in PFS. Who needs DEX-to-damage when you have all that?
Paul Griffith |
Arutema wrote:Keep in mind trench fighter isn't PFS legal.Is nothing PFS Legal? PFS! PFS!
Well, 5 levels of Musket Master in lieu of 3 Trench, ORRRR go straight Warpriest since that's probably a better option anyway.
(From Hell's heart I stab at thee, PFS...)
EDIT: And you need 4th level spellcasting for Divine Power, so yeah, just go Warpriest. Warpriest Warpriest Warpriest.
A 10th level Warpriest with 18 Wisdom (14 or 16 base with a +4 or +2 item) can cast two 4th level spells a day - or two Divine Power spells. If you have Fate's Favored, that's +4 to attack, damage, Strength checks, and Strength-based skill checks, and +10 temporary HP. Oh, and you can swift-cast it thanks to Fervor, and it lasts 10 rounds (a whole fight). And remember: twice a day. You can cast that twice a day. Oh, and Divine Power acts like Haste in terms of the extra attack. Yes, you get an extra attack.
(And you can use Divine Favor for less important fights, obviously.)
LOL. Yeah,PFS legal. It does make things unpleasant when you find out that a class is not PFS legal.
You also get Weapon Training +2 at this time (so +2 more attack/damage). Put on Gloves of Dueling to make it +4.
Use your 9th level Weapon Training ability to get Warrior Spirit (you get Weapon Training as a Fighter, so you can replace extra weapon groups with Advanced Weapon Training; you don't need the extra groups anyway since your Weapon Focus should be in a gun, not in any other group). Combined with Sacred Weapon, this means you can get +4 enhancement bonuses from your weapon and +2 enhancement bonuses from Sacred Weapon, and these all can be spent on weapon special abilities.
That makes for a kickass gun. Just get a +1 Reliable pistol and then use Warrior Spirit and Weapon Training to make it a godly pistol of mass destruction.
With Divine Power and Rapid Shot, you have 4 attacks a round with a +6 to attack and +8 to damage before we even factor in Sacred Weapon, Warrior Spirit, size bonuses, feats, or even enchantments on your gun. Or stats. Or BAB. Or anything, really. Oh, this is at level 10, which is very...
Inlaa |
Hm. Just did some research. Specifically to PFS, you can't take Warrior Spirit as a Molthuni Arsenal Chaplain (though you can in standard Pathfinder rules). AWT stuff not available to you.
BUT you still get the +4 from Weapon Training and the +4 from Fate's Favored and Divine Power, and the Molthuni Arsenal Chaplain is still legal. You just VERY SPECIFICALLY cannot take Advanced Weapon Training stuff.
Still worth it.
(Though now I remember one of the reasons I shook my fist at PFS.)
Paul Griffith |
1 person marked this as a favorite. |
Hm. Just did some research. Specifically to PFS, you can't take Warrior Spirit as a Molthuni Arsenal Chaplain (though you can in standard Pathfinder rules). AWT stuff not available to you.
BUT you still get the +4 from Weapon Training and the +4 from Fate's Favored and Divine Power, and the Molthuni Arsenal Chaplain is still legal. You just VERY SPECIFICALLY cannot take Advanced Weapon Training stuff.
Still worth it.
(Though now I remember one of the reasons I shook my fist at PFS.)
Yeah some of the restrictions of PFS are silly but I still love the game and the community.
Fromper |
are all classes open? Cause in Blood of the beasts grippli got a pretty cool medium archetype.
Yeah, I love the fluff on that Fiend Keeper archetype. I made one for PFS, but I don't think it'll be very effective in combat. The medium class just isn't very good.
I need to look into ratfolk options, too, as I just traded for one of those boons, and may get another later. I love the concept of the race, but haven't looked at the stats at all yet.
Paul Griffith |
Yeah everyone. I actually have a ratfolk I built for an adventure path with a 25 point buy that I could modify to PFS guidelines. But I wanted to try something else if possible. Ratfolk just make perfect alchemists. As for the grippli I think that I will likely go with the Musket Master for him as my other gunslinger is a pistol specialist and already level 7, and close to the point I would normally stop playing him except in special games. Just need to make sure that Musket Master is still legal, as I think I heard it was banned, but I am unsure. Any advice or input on building these characters would be greatly appreciated.
Bigdaddyjug |
With a feat, gripplis can deliver touch spells at 10' range with their tongues. This open all sorts of possibilities with cure and inflict spells. Or shocking grasp.
This is exactly what I'm doing with my grippli boon. It's just tough finding worthwhile touch spells on the druid list.
Fromper |
Thanks guys for the suggestions. Not that into druids, but any other spellcaster that would work with the tongue?
See my last post. The "bad touch" cleric is a well known idea. They have a lot of touch range debuffs, both as domain powers and spells.
I have one that has the Chaos (Protean) domain for the first level touch debuff, and uses Trickery for the first level defensive ability. Since you'll be doing it with reach, defense might not be quite as important (though you'll still want some armor and the occasional defensive buff spell), so you can probably go for two domains that give offensive touch powers at level 1.
Add on touch range spells like Bestow Curse, the Inflict spells (which really aren't that good), etc and you've got a workable build.
Just remember that spell-like abilities (such as most domain powers) provoke AOOs, so you'll want to invest heavily in concentration checks to cast defensively. Since I'm constantly on the front line, I invested a trait and two feats into that with mine. That's enough to succeed on everything except my highest level spells without rolling, and I generally only need a 2 or 3 on the die to succeed even with the highest level stuff.
Annie Croakley |
I have a 9th level Grippli musket master 5/divine commander warpriest 4 who's been a ton of fun. An ancestral mount boon and Boon Companion gave her a racing frog mount that zips along on land or in water, while she herself can climb and glide. This covers every terrain she's encountered so far, and generally lets her move 40ft and full attack with no penalties. The frog mount has also been known to hit enemies with his tongue, pull them out of cover into a grapple, and keep them held an unable to aoo while the gunslinger shoots them in the face.
It's a fun combo, made even better by what is possibly the groaniest name in PFS.
Bigdaddyjug |
Grippli cleric of Abadar 12 (Pathfinder RPG Bestiary 2 149)
LN Small humanoid (grippli)
Init +8; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 28, touch 17, flat-footed 22 (+8 armor, +6 Dex, +3 shield, +1 size)
hp 111 (12d8+48)
Fort +15, Ref +14, Will +18
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Offense
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Speed 40 ft., climb 20 ft.
Melee +1 bardiche +10/+5 (1d8+14/19-20) or
+1 keen cold iron rapier +21/+16 (1d4+17/15-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 bardiche)
Special Attacks channel negative energy 4/day (DC 17, 6d6)
Domain Spell-Like Abilities (CL 12th; concentration +18)
At will—dimensional hop (120 feet/day)
9/day—inspiring word (6 rounds)
Cleric Spells Prepared (CL 12th; concentration +18)
6th—find the path[D], harm (DC 22), harm (DC 22), harm (DC 22)
5th—greater contagion[UM] (DC 21), greater contagion[UM] (DC 21), slay living (DC 21), slay living (DC 21), teleport[D]
4th—blessing of fervor[APG] (DC 20), dimension door[D], divine power, fleshworm infestation[UM] (DC 20), inflict critical wounds (DC 20)
3rd—bestow curse (DC 19), contagion (DC 19), inflict serious wounds (DC 19), inflict serious wounds (DC 19), invisibility purge, magic vestment[D]
2nd—disfiguring touch[UM] (DC 18), inflict moderate wounds (DC 18), inflict moderate wounds (DC 18), inflict moderate wounds (DC 18), locate object[D], resist energy, lesser restoration
1st—divine favor[D], divine favor, divine favor, magic weapon, magic weapon, magic weapon, protection from evil
0 (at will)—detect magic, detect poison, read magic, stabilize
D Domain spell; Domains Nobility, Travel
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Statistics
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Str 10, Dex 22, Con 16, Int 12, Wis 22, Cha 12
Base Atk +9; CMB +12; CMD 24
Feats Agile Tongue[ARG], Channel Smite, Fencing Grace[UI], Persuasive, Piranha Strike, Weapon Finesse, Weapon Focus (rapier)
Traits adopted, blessing of darkness, fate's favored
Skills Acrobatics +8 (+12 to jump), Appraise +3, Bluff +3, Climb +10, Diplomacy +16, Disguise +3, Escape Artist +8, Fly +10, Heal +8, Intimidate +7, Knowledge (arcana) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +8, Ride +8, Sense Motive +17, Spellcraft +12, Stealth +12 (+16 in marshes and forested areas.), Survival +8, Swim +2; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Boggard, Common
SQ agile feet (9/day), camouflage
Other Gear +3 mithral kikko armor[UC], +2 mithral light steel quickdraw shield[APG], +1 bardiche[APG], +1 keen cold iron rapier, belt of physical might +4 (Dex, Con), cloak of resistance +2, headband of inspired wisdom +4, 45,038 gp
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Special Abilities
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Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain.
Agile Tongue Your long pink tongue is capable of manipulating small items and even stealing objects.
Camouflage +4 Stealth in marshes and forested areas.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Negative Energy 6d6 (4/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Hop (24 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Fencing Grace Use Dexterity on rapier damage rolls
Inspiring Word (9/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 6 rds.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Fromper |
If you channel negative energy, there's no need to prepare inflict spells. You can spontaneously cast the entire inflict line.
Also, I don't see anything to boost your concentration. How are you casting in melee? As I said, my bad touch cleric took a trait and two feats to boost my defensive concentration checks through the roof (Focused Mind, Combat Casting, Uncanny Concentration).
Bigdaddyjug |
Not casting in melee. I'm delivering the spells via tongue from 10 ft away. If I get something up in my face, I switch to the rapier and channel smite.
And yes I know about the spontaneous casting. That's just a level 12 mockup. My grippli has yet to be played in PFS.
I will swap out Blessing of Darkness for Focused Mind, though. I throw BoD on there because I wasn't sure what else to take. I can also swap out Piranha Strike for Combat Casting. That won't hurt me too much.
Fromper |
If you've ever considered a bomb throwing alchemist, ratfolk is a great race to do it with. Their dex and int bonuses are perfect for it, and they've got a good racial favored class bonus. Their racial archetype is underwhelming, though, so probably skip it.
Personally, this is where I'm going with my ratfolk boon that I'm expecting to get soon. I'm considering the Trap Breaker archetype, to give up poison use and resistance in exchange for roguish trapfinding, and the ability to disable magical traps. Not a spectacular archetype, but could be useful occasionally. Also, you can turn bombs into landmines, but I can't imagine ever actually using that feature.
Or if you can pair up with someone else who has a ratfolk, you could do builds based on on the swarming racial feature. But that really only works if you know you'll be at the same table as someone else's ratfolk PC every time.