Drunkard

Ale, the 4th level potion's page

Organized Play Member. 18 posts. No reviews. No lists. No wishlists.




I've been reading more in the past couple days then I have in the last 3 months. Which is probably good for my brain. And for that Paizo I thank you.

From reading all the forums and playtest books, I've completely changed my opinion about 2ed. But it required some introspection, and maybe a 4th level potion or two.

Day 1. I save pdfs to my phone and computer, and other computer, and tablet... whatever you get it. I start making a bard and I get upset. This guy is garbage. Then looking a the bestiary I find that he probably won't be great at debuffing. My problem: I tried to make a jack of all trades good at nothing and won. Bard in 2ed was changed to be what it pretended to be in 1ed. Bard was finally the compliment to cleric. Instead of healing and defense, the bard now hands out pain and murderous tendencies. I had expectations of the same old but somehow magically improved while not being scary and new. When I opened up to the idea I found that it felt just like it did, but now was much much better. Inspire courage was the coolest cantrip on the planet. It virtually increases my fighter's threat range. But then oh no...

Day 2. I say day two cause it was 12:** something, so it was a new day. I found the +1 level to proficiency. I WAS WAITING FOR THEM TO FIX THAT IN 2ED. WHAT THE O'DOUL'S IS THIS?!?! I found a nice kind positive forum and asked kindly. They said, "Yeah. Level 13+ is kinda supposed to be broke though." My problem: I wanted them to change the game the way I wanted it changed, the way I imagined. Not everyone expected the same thing. Staying in 1st ed wasn't going to remove this problem either. And the playtest isn't over, so there is hope that Paizo does something like +1/2 level to proficiency.

I realized somewhere around the second potion about 18 ounces (YEAH I KNOW THAT'S LIKE 18 POTIONS!) the problem was my expectations. In both cases, if I just gave it a chance, I was actually at least just as impressed with 2ed.

Lastly, cause I like taking potions and working with power tools in the garage (not recommended), as long as 2ed is fairly easy to house rule, we can also change it to what we as groups want at the table. And then we'd have 1ed, 2ed, 3.5, and 5th to homebrew from. And just like the potion drinker that made the turducken, we have the ability to make something unpalatable to all but our close circle of friends.

Keep spirits up friends. I think this is going to be just fine.


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).