My plans to play a sha'ir


Advice


The Sha'ir is an archetype with some issues. The story potential seems pretty great though. So I'm determined to make it good(and if it doesn't work out quick, use the same background for a silksworn, and take the Sha'ir out back for a mercy killing). So, this is what I've started with. You are allowed to disagree, but I'm looking for a way to make the mechanics mesh better than loosing your familiar and all value with it. I've read everything I could find online and here's what I've come up with. If anyone knows of a good Sha'ir specific guide that would also be helpful. So to make it a question, what would you change?

Tactical Tank/Healer
1st level
Human Vudrani from Jalmeray (Backstory is legit)
25 point buy, Str 16 Dex 14 Con 14 Int 14 Wis 14 Cha 10
Traits - Deft Dodger +1 Reflex saves, Armor Expert -1 to armor check pen
Favored Class bonus: Always health
Feats - Toughness, Combat Reflexes
Equipment - Four Mirror armor, Lucerne Hammer (for reach damage), spiked gauntlet (for adjacent threatening)
First Jin - Earth/Conjuration
Spells:
0-Acid splash (for touch damage at a distance), stabilize
1-expeditious excavation(doesn't need a failed save to be good, higher ground bonus, making someone leave the square, readied actions and attacks of opportunity to a climbing character [no dex], concealment, non-combat uses, [this spell is simply amazing]), cure light wounds (cause not everything can be expeditious excavation)
Focus power - Mind steed (flanking[that sweet 10 ft space], baby attacks, trap finding, and I guess you could technically ride it)

The entire build is for flanking and tactical prowess. Summon 1 minute monsters. Hold your earth elemental back just a little at the beginning of the day, sacrifice it for flanking bonus closer to the end of the day. However, this Sha'ir has decent skill capability. Also, if you have a ranged or spell casting ally with a good reflex ask to cast expeditious excavation at their feet. At a 13 ref save, you might just be handing them cover and concealment [yeah, that spell is amazing].

By third level, get lightning reflexes, you will have 22-36 health and decent saves. So there are decent chances your elementals will get pretty beafy and decently hard to wipeout (less fireballs of jin slaying).


You might find my Jin statblocks and Elemental School spell list useful. The spell lists include the updates from Planes of Power.


Your familiar gets your base (class) save bonuses but not your feats and traits. Deft dodger and lightning reflexes probably aren't something I'd get. Extra Mental Focus though, that's something every occultist wants. The tactician trait might be useful and appropriate given how you plan to operate.


avr wrote:
Your familiar gets your base (class) save bonuses but not your feats and traits. Deft dodger and lightning reflexes probably aren't something I'd get. Extra Mental Focus though, that's something every occultist wants. The tactician trait might be useful and appropriate given how you plan to operate.

To be technical, the Jin are not actually Familiars.


To avr,
Yep, I didn't read that right. It's worse than I thought.
To Gisher,
I appreciate your tables. And you are right... they aren't familiars. They would definitely be better if they were familiars.

Maybe taking a level in cavalier to make one a mount, taking druid levels, and/or using leadership to buff the elementals abilities?

Thoughts?

I think the best thing to do would be house rule it. Make jin get familiar bonuses. And give the sha'ir wizard specialist abilities with their occultist level counting as wizard level to determine powers, those are powers that don't disappear if the jin dies.


Ok, gloves are off.

Tactical Tank/Healer
1st level
Human (Middle Aged) Dual Talent Alternate racial (cause I'm not playin)
+2 str +2 Dex
For a total attribute adjustment of:
Str +1 Dex +1 Con -1 Int +1 Wis +1 Cha +1
25 point buy, Str 18 Dex 16 Con 12 Int 17 Wis 8 Cha 8
Traits - Blessed Touch, Armor Expert
Favored Class bonus: Always health
Feat - Combat Reflexes
Equipment - Chain Shirt (now you can do acrobatics, no speed penalty), Lucerne Hammer (for reach damage), spiked gauntlet (for adjacent threatening)

Everything else is the same. 3rd level feat would be toughness.

Thoughts?

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