Bakunin's page

Organized Play Member. 94 posts. No reviews. No lists. No wishlists. 53 Organized Play characters.




One of the Pathfinder games I'm currently playing in is a home game, and after the death of my first character, I started looking at the Cyclopean Seer archetype from Inner Sea Monster Codex. I loved how the theme of that, as well as the Oracle curse from that section fit the theme of the campaign, but I wanted to go a step further and try to find a way to play a cyclops in some way.

I've looked through the Pathfinder books I have access too as well as the Advanced Bestiary from Green Ronin and the various Tome of Horrors books and didn't find anything that really fit. For reference, I'd be bringing in a 4th level character so the option of just using the Cyclops itself, or a template that would knock off a couple HD would still not work. Hopefully someone can help figure out a way to go full cyclops with this character.


Let me preface this by saying I've read the two Wizard guides in the Class Guide thread and am still absorbing the info in the guides. I've played D&D in its various incarnations before, but never as a Wizard or a Sorcerer. I'm about to start the Rise of the Runelords campaign and want to be a benefit to the party instead of a detriment while I learn the ropes of being a Wizard.

My current idea for my Wizard is an Elven Admixture Evoker with Enchantment and Necromancy as my opposed schools. I want to be able to have the versatility of the Wizard, but I do want to do some blasting here and there and I thought taking Evocation as my specialty school would let me be able to do that most effectively with the Admixture special ability.

Is there a better way to go about doing what I had in mind, or am I on the right track? Are there better schools to select for my opposition schools? What are some good things to know as a Wizard, low level or otherwise? Are there any good tips and tactics you can share that I can use to make life better for the party? Thanks in advance for any help provided.


After having it pointed out to me that, by RAW, I lose out on the favored enemy bonus for my animal companion in order to gain the Druid's wider animal list to choose from, as well as the ability to have multiple companions, I'm looking for ways I can help boost my little animal buddy's combat capabilities so I can help alleviate the sting of no favored enemy bonus. What are some feats and magic items out there that would help me do this?


After days of deliberation and over thinking, I finally decided to play a Beast Master Ranger for an upcoming Skull & Shackles game. It's been ages since I played 3.x and I'm new to Pathfinder as well so I was hoping to get some constructive criticism about my Ranger build. I decided on a Beast Master Ranger because I'm the only full BAB class in the group, and I figured I could use all the help I can get when fighting our adversaries. The rest of the group consists of a Gnome Bard, a Sylph Magus, A Human Cleric, and a Half-Orc Witch.

The idea behind the Ranger was to try for something similar to Treantmonk's switch hitter version of the Ranger, but slightly modified due to the Beast Master level substitutions. I chose to take Boon Companion at level 5 due to wanting a full level companion as soon as possible instead of waiting to level 12 to get that ability. I chose the raptor not only for their attack capability & relative toughness, but also because there's a whole island in the Shackles where raptors rule the land, so it would be a cool & possibly prestigious thing to have captured and bonded with one of them. As far as equipment goes, I didn't add any since I wasn't sure just where to start with it. I'm hoping for some advice as to what I should be looking for as I level up for both myself and for my companion.

Ranger:
Bob the Ranger CR 14
Male Human (Ulfen) Ranger (Beast Master) 15
CG Medium Humanoid (Human)
Init +2; Senses Perception +20
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 210 (15d10+45)
Fort +11, Ref +11, Will +7
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +20/+15/+10 (1d3+5/20/x2)
Ranger (Beast Master) Spells Prepared (CL 12, 20 melee touch, 17 ranged touch):
4 (1/day) Aspect of the Wolf (DC 16)
3 (2/day) Strong Jaw (DC 15), Strong Jaw (DC 15)
2 (3/day) Barkskin, Barkskin, Lockjaw (DC 14)
1 (4/day) Lead Blades (DC 13), Lead Blades (DC 13), Gravity Bow (DC 13), Gravity Bow (DC 13)
--------------------
STATISTICS
--------------------
Str 20, Dex 14, Con 14, Int 12, Wis 14, Cha 7
Base Atk +15; CMB +20; CMD 32
Feats Bleeding Critical, Boon Companion: Ranger (Beast Master), Critical Focus, Deadly Aim -4/+8, Endurance, Improved Critical: Falchion, Improved Precise Shot, Manyshot, Power Attack -4/+8, Precise Strike, Quick Draw, Rapid Shot, Toughness +15
Traits Fast-Talker, Ship Aptitude
Skills Acrobatics +11, Bluff +15, Climb +11, Handle Animal +8, Intimidate +11, Knowledge (Nature) +19, Perception +20, Profession (Sailor) +21, Sense Motive +10, Stealth +15, Survival +20, Swim +11
Languages Common, Polyglot, Skald
SQ Animal Companion Link (Ex), Enemies: Humanoids (Giant) (+2 bonus) (Ex), Enemies: Humanoids (Human) (+8 bonus) (Ex), Enemies: Monstrous Humanoids (+2 bonus) (Ex), Enemies: Undead (+2 bonus) (Ex), Improved Empathic Link (Su), Quarry, Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Jungle (+2 bonus) (Ex), Terrains: Urban (+2 bonus) (Ex), Terrains: Water (+6 bonus) (Ex), Track +7, Wild Empathy +13 (Ex), Woodland Stride (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Boon Companion: Ranger (Beast Master) +4 levels to calc familiar/animal comp abilities (max of your HD).
Critical Focus +4 to confirm critical hits.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Giant) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Giant).
Enemies: Humanoids (Human) (+8 bonus) (Ex) +8 to rolls vs Humanoids (Human).
Enemies: Monstrous Humanoids (+2 bonus) (Ex) +2 to rolls vs Monstrous Humanoids.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Empathic Link (Su) You have an empathic link with all your companions.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Quarry +2 to hit and other bonuses against your designated quarry.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Jungle (+2 bonus) (Ex) +2 to rolls vs Jungle.
Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Terrains: Water (+6 bonus) (Ex) +6 to rolls vs Water.
Track +7 +7 to survival checks to track.
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

ANIMAL COMPANION CR 12
Male Deinonychus
NN Medium Animal
Init +5; Senses Low-Light Vision, Scent; Perception +10
--------------------
DEFENSE
--------------------
AC 28, touch 15, flat-footed 23 (+5 Dex, +13 natural)
hp 168 (+72)
Fort +13, Ref +13, Will +7
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 60 ft.
Melee Bite (Deinonychus) +14 (1d6+5/20/x2) and
Claw x2 (Deinonychus) +14 x2 (1d4+5/20/x2) and
Talon x2 (Deinonychus) +14 x2 (2d6+5/20/x2) and
Unarmed Strike +14/+9 (1d3+5/20/x2)
Special Attacks Pounce
--------------------
STATISTICS
--------------------
Str 20, Dex 20, Con 20, Int 4, Wis 12, Cha 14
Base Atk +9; CMB +14; CMD 29
Feats Improved Natural Attack: Talon x2 (Deinonychus), Iron Will, Multiattack (Multiattack / Extra Attack), Power Attack -3/+6, Precise Strike, Toughness +12
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Track [Trick], Work [Trick]
Skills Acrobatics +9, Climb +9, Perception +10, Stealth +11, Swim +9
Languages
SQ Attack Any Target [Trick], Combat Riding [Trick], Devotion +4 (Ex), Improved Evasion (Ex), Multiattack / Extra Attack, Seek [Trick], Stay [Trick], Track [Trick], Work [Trick]

--------------------
SPECIAL ABILITIES
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


As I mentioned in another thread looking for help selecting a character, I'm looking to play in the Skull & Shackles AP coming up in the next month or so. I've narrowed it down to a couple builds and some sort of switch hitter combatant was one of the builds I'm considering. My question is what class would be best to create a switch hitter with? Is a Ranger still best, and if so is Treantmonk's guide still the best resource for that build? Is there a Fighter build that is as good or better than a Ranger for a switch hitter? What about multiclassing?


I'll be playing the Skull & Shackles AP coming up fairly soon and I'm having trouble coming up with a character to round out the party. We've got 5 character total, including my as yet to be determined character. So far the rest of the party consists of a Bard, a Cleric, a Witch, and a Magus. I posted this thread here because I'm hoping people that have played the AP could help recommend something that would best fit into the group and be useful in as many combat and non-combat situations throughout the AP as possible.

Normally I'd go with a Fighter, Barbarian, or Ranger, but since I've read that people have had success with non-traditional parties I don't want to be locked into thinking I have to take one of those three classes to fill out the group. I'd appreciate any help and advice on solving my dilemma.


1 person marked this as a favorite.

I'm looking to play in the Skull & Shackles AP coming up within the next month or so and I need help figuring out what class would best suit the rest of the party. So far there's a Cleric, A Bard, A Witch, and a Magus. Right now I'm thinking about playing a Beastmorph/Vivisectionist Alchemist to help out with melee combat as well as to add even more versatility to the group, but I'm not sure if that's the best fit. I definitely want decent melee capabilities, but I'd also like some options for non-combat situations. I'd appreciate any advice on choosing a class to help out the party in as many situations as I can and still be fairly good in melee combat.


In a few weeks I'll be starting to play through the Skull & Shackles AP and I'd like some help building a Beastmorph/Vivisectionist Alchemist that can act as sort of a main fighter type. The rest of the party consists of a Magus, a Cleric or an Oracle, a Witch, and a Bard and we're using a 20 point buy for character creation. What I'm looking at right now as far as race and stats go is:

Half Orc
Str 18
Int 14
Wis 12
Dex 12
Con 14
Cha 7

My main concern is trying to decide if I should dip a level in Fighter or Barbarian, and if so, which class. I'm planning on going for the Master Chymist prestige class and the AP caps out at level 15, so I can't really afford to dip into Fighter or Barbarian for more than a level and still have access to the Discoveries/Advanced Mutagens I'm looking to get. I'm mainly looking at the two classes for the armor proficiencies to cover up for the low AC from Light armor as well as a low Dex, but the martial weapons proficiences are a nice, added bonus as well for when I wont be using Feral Mutagen or don't have time to brew a new one.

If anyone with experience playing a Beastmorph/Vivisectionist Alchemist could give me advice on the benefits of the two classes combined with the Alchemist or whether I should even dip into another class at all, I'd be grateful.