Palaveen

Aspiring Tiefling Alchemist's page

25 posts. Alias of TheDishwasher.


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ah I see, well I was mostly just going for a "Sorcerer with an animal companion that keeps up in levels."


First off let me start off by saying I wouldn't have come up with this build if not for the amazing and wonderful individual known as Mercurial,
I really enjoy the way they format their builds and their Kitsune Feyblooded sorcerer build helped kick this build off, heck most of this build was inspired by their feat choices as it will be painfully obvious.

And with that out of the way let's move into this build shall we?

This build is mostly just for fun, I wouldn't exactly call it optimized! But it's fun.

Human Sorcerer Wildblooded (Fey bloodline, Sylvan mutation)
Human favored class bonus, Focused Study

Attributes: 20 point buy, racial bonus included
STR - 8
DEX - 14
CON - 10
INT - 12
WIS - 12
CHA - 19 (17+2), +1 at 4,8,12,16,20

Traits
Reactionary
Seeker

Feats
1st - Boon Companion

1st* - Skill focus : Knowledge
nature

3rd - Spell focus : Enchantment

5th - Greater Spell Focus : Enchantment

7th* - Improved Initiative

7th - Eldritch Heritage : Arcane Bloodline, Bonded Item

8th* - Skill Focus : Perception

9th - Spell Penetration

11th - Improved Eldritch Heritage : Arcane Bloodline, New Arcana

13th* - Quicken Spell

13th - Persistent Spell

15th - Greater Spell Penetration

16th* - Skill Focus - Handle Animal or Intimidate or Bluff, your choice really.

17th - Greater Eldritch Heritage : Arcane Bloodline, Spell Power Enchantment

19th - Iron Will

19th* - Lightning Reflexes

The character should get the following bonuses to Enchantment spells

+1 to the dc at 3rd and 5th level
+2 to the Compulsion sub school spells within the Enchantment Spells list from the Fey bloodline bonus
+2 DC from greater eldritch heritage at level 17

as you can see you lose out on a +6 to the DC's of important spells like Hold person and the dominate person/monster spells which is painful!
But you do get an animal companion which helps soften the blow.

That's all she wrote folks, ultimately it all comes down to whatever you want to do, if you want higher DC's, better dex and a reroll to overcome spell resistance go with Mercurial's Kitsune build.

If you want an animal companion as a sorcerer that scales like a druid's and never need to cast fly or reduce person on yourself past level 15? Here ya go!

Final notes ;

Without a doubt Mercurial's build is better in terms of usefulness I think, since the DC's are higher and you get access to some pretty neat kitsune based things which other sorcerer's could only dream of.

As for animal companions to choose?
Well that's up to you, heck if you really wanted to you could choose to get a familiar as opposed to a bonded item from the eldritch heritage feat and have a small animal family for fun.

Feel free to point things out because I'm still not 100% well versed with the RAW rules involving wildblooded mixed with eldritch heritage, if it's against the RAW then I might just edit Eldritch heritage out of this build and come up with something different.

(Oh yeah did I forget to mention you can enlarge person your animal companion because of the share spells(EX)?
Because you can. Have fun with that.)


Hmm, I thought with how it would work is that since your natural attack is considered one size category larger it'd make the sacred weapon considered large size since it's still a natural weapon, wish we could get an official word on it but I think the way Claxon described it might be correct.


The way I understand the feat is as follows

Attacks made by one of this creature's natural attacks leave vicious wounds.

Prerequisite: Natural weapon, base attack bonus +4.

Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.

So unless Sacred weapon makes it so that natural weapons aren't natural weapons anymore the improved natural attack feat should still apply unless it removes the fact that the claws/bite/tail attacks are a natural weapon.


Nohwear wrote:
As I understand things, yes you can take weapon focus for you natural attack, but they are still considered natural attacks. I am not sure if you can stack improved natural attack with the sacred weapon damage, but I would not allow it.

Which is reasonable it's just some theorycrafting lead me to this and I was wondering on the legality of it within the pathfinder rules.


If the lizardfolk in question were to get weapon focus into their natural attacks, do they still count as natural attacks? And if so - does it stack with the improved natural attack feat?


I look forward to the Gloom Chymist if it is an alchemist archetype - And I truly do look forward to the Dusk knight if it is a paladin archetype, not a big fan of cavaliers personally.
(Maybe I just suck with them, but I digress.)


I don't see Fauchard listed anywhere on the weapon training list, does it qualify for weapon training bonuses from the fighter class?


Any tips you fine people could give me without spoiling much? Like which schools I should pick etc, never played a wizard before.


So if I have a goblin unchained rogue who is small and has a dex mod of +6 (And weapon focus)

I would get

First strike with both main/off hand +12/+12/
Second strike with both main/off hand+7/+7?

Which is two attacks with my main hand and two with my offhand in a full round action?

Sorry for asking so many questions.


How does multiple BAB factor in with two weapon fighting + Improved two-weapon fighting? Like with a full round action, how many attacks could I get off?

And also does each hit proc sneak attack damage or just one hit?

Also does the offhand weapon do less damage than my main hand? Thanks in advance.


Gisher wrote:
They are all primary attacks.

thank you very much! Have a good day friend.


Are their claws their secondary or is their bite? Or none/all? The natural attacks rules are a bit weird or I'm just very tired atm. Thank you so much in advance.


wraithstrike wrote:
You could always miss even to hit a square which is only an AC 5 so I would guy you would have to roll, but I dont thnk the roles cover it. I would have it be against their flatfooted touch AC since they are not trying to dodge. So you basically get to ignore armor bonuses, shield bonuses, dex bonus, and dodge bonuses.

Hmm I see, this isn't a bad idea, we're playing a converted version of temple of the elemental evils and our only source of healing is our War priest who is our front liner so I figured I'd take a lot off his shoulders and be more of a support alchemist when it's needed.


wondering about this because I'm considering taking healing bombs since our group could use a bit more healing.

Or do alchemists even have to roll to hit their allies with a healing bomb?

Sorry if this has been answered/asked before but I couldn't find anything on it.


Protoman wrote:
Dirty Fighting will help skip those prereqs for maneuver feats.

You always seem to come through, thank you very much.


Lemmy wrote:
Aspiring Tiefling Alchemist wrote:

Hmm that actually sounds like it could be fun, and I know, I just like furious focus early on because it helps quite a bit, while I know it's not an amazing "Oh my lawd, look at him go." feat as I progress it's just a safety mechanism because I always have hyper rolls.

(Either super low, or super high), but yeah I'll probably eventually retrain it for lunge and then grab another feat like Vital strike or something?

I wouldn't bother with Vital Strike, since Cornugon Smash + Hurtful already allows you to deal decent damage even after moving (they do stack with VS, though), I'd take Intimidating Prowess instead, as that not only makes Cornugon Smash more reliable, but it's also one of the very few combat feats that gives you some versatility out of combat as well.

Scott's suggestion of taking Shatter Defenses as well is a good one too, though it does require Dazzling Display... Which isn't great.

I'd consider taking Improved <Maneuver> feats just to add some variety to the character. Disarm, Trip, Sunder and Dirty Trick are all pretty good. And now there is a feat that replaces Combat Expertise and Int 13 as prerequisites. :)

At higher levels, Dazing Assault is available... But it's also freaking broken, so you might want to avoid that one out of fear of having the GM bash you with the CRB.

Wait - What feat replaces Combat expertise and the int requirement? o.o


Lemmy wrote:

Cornugon Smash + Hurtful is always a cool and effective combo.

I personally love Combat Reflexes and Lunge too. Since you're using full BAB class (specially Fighter), you really don't need Furious Focus, so you might want to consider retraining that one.

For traits, I'd go with one that boosts Initiative and one that boosts your Will save. Reactionary and Auspicious Tattoo should work.

Hmm that actually sounds like it could be fun, and I know, I just like furious focus early on because it helps quite a bit, while I know it's not an amazing "Oh my lawd, look at him go." feat as I progress it's just a safety mechanism because I always have hyper rolls.

(Either super low, or super high), but yeah I'll probably eventually retrain it for lunge and then grab another feat like Vital strike or something?


Scott Wilhelm wrote:

I like Thunder and Fang. I actually found that that Klar is an even more formidable weapon than the Earthbreaker.

Get the Bashing Enchantment on your Klar so it will do 2d6, too.

Get the Shield Slam Feat so you get a free Bull Rush with every Shield Bash. Get Greater Bull Rush so you give out Attacks of Opportunity with every hit. Get Paired Opportunist via 1 level in Cavalier or 3 levels in Inquisitor, and you get an Attack of Opportunity, too.

Make you Hammer Silver and your Klar, what, adamantine?

The Klar counts as a light shield, so get a Quickdraw, Throwing Klar. Take the Quickdraw Feat, and get a Blinkback Belt. Throwing a Throwing Shield is a Free Action. The 'Belt teleports the shield back to you after the attack is resolved. Re-drawing the Shield is a Free Action, and so would throwing it again.... You will get as many attacks as your GM will let you have, but it's reasonable to expect 1, somewhere between 1 and infinity, anyway.

What rule sets are you allowed?

Nothing personal good sir, I do have the image of my character only using an earthbreaker, while I know it isn't an optimized path, it's what I would like to do, I do thank you for your input however.


I know the commonly asked question is "What do you want to do?"

I wanna hit things really hard with a large earth breaker.


I already have

Power Attack
Weapon Focus: Earth Breaker
Furious Focus

still slightly confused on what traits to take as well.


Azten wrote:
Fencing Grace still works with Spell Combat. It wasn't hit with the nerf bat that added wording/restrictions that weren't a thing before.

That...Was a super good catch by you my friend.

I thank you for bringing this to my attention.


Some Other Guy wrote:

This is not viable for 2 reasons:

1) You can't use slashing grace with spell combat because your other hand would be occupied when casting a spell. In this case, if you did cast a spell, you would lose the dex to damage benefit.

2) Katanas are not finesse weapons. You'd have to someone make it count as a light weapon to get dex to attack. The only thing I know of that does that is the swashbuckler/daring champion cavalier version of weapon finesse in combination with slashing grace, and the effortless lace magic item.

Yes, unfortunate as it may be I suppose there's nothing much I can do about that with the build I have in mind, you were however ninja'd on the first one.

But I still thank you very much for taking the time out of your day to respond regardless, I bid you farewell and I hope you have a wonderful day.


lemeres wrote:

Sorry. As far as I am aware, this doesn't work.

Slashing grace needs your other hand to be unoccupied. Unfortunately, casting spells in spell combat occupies that hand. Also, spell combat does count as TWF, which catches another clause in the same sentence.

So if you want dex to damage, you only feat option is dervish dance.

Ah very well, while this slightly disheartens me, I am still quite stuck on what traits and drawback I should take, but I suppose that is for me to look into.

I thank you once again for taking the time out of your day to respond to me, have a good day.


Is it viable at all? We're getting a 25 point buy, 2 traits and 1 drawback, I was gonna play as a human.

I'm pretty curious on how to pull it all together, was thinking of taking foul brand (Hand) as a drawback, maybe there's a better drawback to take and
truth be told I'm not all familiar with a lot of traits or drawbacks.

Either way some insight is appreciated and I thank those of you who are willing to use some of your time to discuss what I should take and what I should avoid.

I was thinking of taking the Katana since it still technically falls under slashing grace's restrictions and it's rather flavorful.

Edited to finish sentence, please forgive me lol.