Brekum's page

Organized Play Member. 12 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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[QUOTE="Zwordsman"
If your going with theurge not a ton of advice for ya outside of the general. Take as little sorc and monk levels as you can, for the spell level/monk stuff you want.
Any DC you'll have won't be that great. So do you want to try offensive stuff, a buffer, or something else?

I am going to be mostly utility but I am hoping with the extreme focus on wisdom and the fact that I will only realy be 1 level behind the curve on my cleric casting given the multiclass nature of the campaign, I will be able to obtain some DC worth throwing at stuff.

Unklbuck wrote:
I'd throw my character off a cliff and roll for something else...rinse repeat as needed

I think I could find a more heroic way to die than that, lol. You know, poke a Tarrasque with a stick or something.


Ughbash wrote:

How many points are your stats on.

If high point you have more flexibility.

If Low point value focus on wisdom as both casting stats.

If you are going more castery then consider MT. If you are going more combaty I would say Zen archer worshiping erastil.

At the moment we are doing 20 pt buy. We are debating rolling for stats with the roll 4 drop the lowest method but we will most likely stick with point buy. I have yet to decide how to distribute up my stats, but I think I am going to push for a high wisdom and go the caster route. I like the idea of an archer but we have no other divine casters in the party.


CraziFuzzy wrote:
If he wanted random character selection/generation, he should have instead started you all off by rolling for your backgrounds via the Ultimate Campaign background chapter. Then have attributes and classes selected based on the background traits/experiences. This would have at least made characters that have some reasonable chance of natural existence.

Part of the fun is coming up with a background to match our class rolls. I am going to play an Asimar who went to the nearest temple to learn from the monks how to maintain control of my body and mind after my sorcerer powers decided to tragically reveal themselves.(I feel like that always happens to sorceres..."Yeah, I accidentally blew up my town, thats how I found out I could throw fireballs")While I was learning from the monks how to control myself, I found religion through the clerics of Nethys that shared the temple with the monks. It will be more complicated than that, but I just have the basic story worked out so far. Probably gonna end up playing as lawful neutral.

Slacker2010 wrote:
Brekum wrote:
I will be using the alternate Asimar Archon Blooded for continual flame and the fate inquisition for augury to qualify for theurge at lvl 4....
The Trickery Domain gives you Copycat and will qualify for MT divine SLA. No reason to give up access to all those domain spells.

Can I go with the asimar Incorruptible and Archon Blooded to gain both of the SLA requirements? Can I take both those options? I am not seeing if they conflict.

I completely missed mirror image!! Thanks for pointing that out. Trickery is an awesome domain. Kinda messes up the concept with the who Magic god and quarterstaff thing but is def. worth looking into.


Brekum wrote:

First of all, I would like to say thank you for all of the helpful responses. I know that for some people my GM may seem to be a bit crazy for using this method but we are all enjoying it so far. He is also experienced enough to know how to balance his encounters against us with these characters.

I have pretty much decided to focus on my divine side and go cleric 1/monk 1/sorc 1 then jump right into mystic theurge. I will be using the alternate Asimar Archon Blooded for continual flame and the fate inquisition for augury to qualify for theurge at lvl 4.

so...
Cleric 1 - Domains: Protection(defense) // Inquisition(fate)
Sorcer 1 - Empyreal
Monk 1 - here I can't decide.. Weapon adept for perfect strike on some touch spells or Sohei for the initiative bonus and the surprise round.

traits: magical knack(cleric) and most likely reactionary.

This is where I am at so far. Gonna make it a cleric with some sorc backup and use combined spells to increase versatility and spells per day dramatically. Definitely going with the quarterstaff and guided hand. When I do buff up it will be tons of fun and who knows... I might even cast Transformation once or twice and just pretend I am a monk.

We don't play till Sunday so I will be working on feats and such for the rest of the week. I will continue to look in for advice and will post my final build whenever I finish it. Thank you again for all of your input so far!

I forgot to say that I planned on going mystic theurge with at lvl 4. I kinda hinted at it with the mention of combined spell, but with thier being no divine casters I want to lean toward the cleric side as far as spells go. I will probly go all cleric after theurge but maybe add in a level of sorc for lvl 6 spell access since I could still get lvl 9 cleric spells by 20.


First of all, I would like to say thank you for all of the helpful responses. I know that for some people my GM may seem to be a bit crazy for using this method but we are all enjoying it so far. He is also experienced enough to know how to balance his encounters against us with these characters.

I have pretty much decided to focus on my divine side and go cleric 1/monk 1/sorc 1 then jump right into mystic theurge. I will be using the alternate Asimar Archon Blooded for continual flame and the fate inquisition for augury to qualify for theurge at lvl 4.

so...
Cleric 1 - Domains: Protection(defense) // Inquisition(fate)
Sorcer 1 - Empyreal
Monk 1 - here I can't decide.. Weapon adept for perfect strike on some touch spells or Sohei for the initiative bonus and the surprise round.

traits: magical knack(cleric) and most likely reactionary.

This is where I am at so far. Gonna make it a cleric with some sorc backup and use combined spells to increase versatility and spells per day dramatically. Definitely going with the quarterstaff and guided hand. When I do buff up it will be tons of fun and who knows... I might even cast Transformation once or twice and just pretend I am a monk.

We don't play till Sunday so I will be working on feats and such for the rest of the week. I will continue to look in for advice and will post my final build whenever I finish it. Thank you again for all of your input so far!


Zahir ibn Mahmoud ibn Jothan wrote:


How about taking 18 levels of one of the classes, and dipping the last two at 19 and 20?

Oh, glad you said that. I forgot to mention, we have to use all the classes in character creation. So, before lvl 8.


So, we just finished a campaign and our GM decided that this time around we where going to roll to see what class we played. He made a chart and we had to roll twice and play whatever two classes we rolled. One of our guys got really luck and rolled witch twice. Everyone else ended up with two classes. Of course, I rolled a one which was roll twice more. Long story Short I ended up with cleric/sorcerer/monk. Could be worse I guess.

At little background. We have been playing together for a while and this game will start at lvl 8 and should run at least through 20. Our group tends to lean more toward optimization although we would not call ourselves the biggest min/maxers around. The main reason for the rolling is our GM wanted us to play less powerful characters than we would normally create and figured random multiclassing as the most RP oriented method. We got him to agree to allowing SLA for early entry to PRCs before we rolled to make things a bit more interesting for us.

Party makeup is a witch, a ranger/bard, an alchemist/wizard, a gunslinger/summoner and of course me, being the guy that rolled a 1, a cleric/sorcerer/monk.

My initial thought is to go cleric 1/empyreal sorcer 1/monk 1 and jump into Mystic theurge for an extremely S.A.D. character. Perhaps even go with the god of magic so I can use my staff as a quarterstaff/monk weapon and pick up guided hand so almost everything I do is wisdom based. Kinda of a weird, not quite as good CodSorcMonkZilla when I feel like buffing up and laying off the spells for a while. I think, do to the party makeup, I am going to go for lvl 9 cleric spells by lvl 20. I am just being pulled in so many directions in my head I can't decide. There is always cleric 2/sorc1/Mystic Theurge 10/Cleric 7.... or even take another level of sorcerer after Mystic Theurge for access to lvl 6 spells at the cost of not getting lvl nine spells till lvl 20...

Any ideas/suggestions would be much appreciated.


Dustyboy wrote:

I might also point out that a composite longbow, in conjunction with gravity bow.... and The Orc witch doctor archetype (Con casting)You will wind up as a dex/con character with a higher than average str, throwing in the Mother's teeth trait (Or if your DM allows it, toothy) will give you the ability to actually deal with enemies at a closer range for those tight spots.

Charisma,Wisdom, and Int can safely be dumped.

That could be fun!I could use the trait Two-world magic to learn Penumbra as a way to counter the attack penalty for light sensitivity. Then I would have to sacrifice Magical knack though, and I would be hard pressed to get above 16 for con and dex.. both of which I would want to be as high as possible. Of course, I would have a pretty nice strength as an orc. I would probobly want to take the fighter1/witch5/Eldrich Knight 10/Arcane Archer 4 approach with this build. Incorporate the cakel/evil eye combo since I wouldn't be a hedge witch. Could even pick up a two hander and use vital strike as suggested. But, I am worried about my mental stats with the penalties imposed by Orc on top of the lack of bonuses to dex and con.


avr wrote:

If you particularly dislike wizards and you want to heal then I'd go with a cleric. Maybe Cleric 8 / Holy Vindicator 10 / Cleric +2. Choose a deity with longbow as the favored weapon (in Golarion, Erastil; probably Feather and Growth sub domains). Later on you might get the Channel Smite and Guided Hand feats to reduce the number of attributes you need to get stat boosters for, but initially you'll need the feats for archery.

You don't lose caster levels until after you get the good archery buffs, your BAB at 20 is +18, you can wear armour, as a cleric all the healing spells are yours, you can fly using your own spells, and you get a pet to hold off people trying to melee you.

Witches spells just aren't as good at buffing as their competition.

I had actually looked at building a cleric first. I usually play clerics and was looking for something different. The idea of the animal companion is actually making me reconsider. Only thing I am worried about is having a lvl 11 animal companion at lvl 20.(lvl 7 w/out boon companion) Any suggestions to overcome this?


Alexander Augunas wrote:

Some questions:

— Any reason you're plugging Eldritch Knight instead of Arcane Archer? Generally speaking, the benefits of arcane archer outweigh stacking your fighter level via Eldritch Knight levels.

— I'm not sure why you're trying to build towards here. It looks like you're trying to essentially be a bard: decent at fighting, some debuff spells and healing. Overall, its not a bad build. In fact, I sort of like it (though I'd like it better with Arcane Archer). What hexes are you planning on taking? One of the witch's weaknesses is that her hexes don't scale when she multiclasses.

— It looks like you're taking the Strength patron specifically for Divine Power. I don't think I would do that, personally. Many of the other spells (such as Righteous Might) are worthless to an archer. That said, I see the benefit of having a quick attack roll boost: I just don't think its worth it because you don't have many spells per day.

— The 8th level Hedge Witch ability doesn't look all that great to me, but that's just my opinion I guess.

Here's what I would do:

— Witch 5 / Fighter 1. Get into Eldritch Knight at 6th level.
— Witch 5 / Fighter 1 / Eldritch Knight 3. Get into Arcane Archer at 10th level.
— Witch 5 / Fighter 1 / Eldritch Knight 3 / Arcane Archer 4. Go back to Eldritch Knight at 13th level.
— Witch 5 / Fighter 1 / Eldritch Knight 10 / Arcane Archer 4.

This accomplishes several things.
— Arcane Archer's seeker arrow ability is really great. Its arguably better than Improved Precise Shot, even if it has limited daily use.
— Arcane Archer's imbue arrow is even better: if you use a longbow, then you can modify any area spell to use your bow's range. There are plenty of nasty tricks you can do with this ability, most of which involve black tentacles.
— You cast spells as a 17th level witch and have a base attack bonus of +17. This means that you get 9th level spells (abet one per day) and still boast a wicked attack bonus; better than a cleric, actually.

Now, if I were you, I would...

-The main reason I was going with Eldritch Knight over Arcane Archer was for the caster level progression. I am also keen on weapon spec for a little extra punch in a potentially MAD build. I do however, like your idea of mixing in 4 levels of Arcane Archer.

-The lack of hex progression is one reason I picked hedge witch and the healing hex. That and the fact that our healer is a druid and I am sure he could use a little help. I was also planning on taking tongues because you never know when you might need to be able to communicate and flight to help with survivability. As a side note... my last character was a bard and I was not a fan of the spell list. I normally play clerics but have been looking to change it up.

-The strength patron was really based on the thought of eventually combining arcane strike, greater magic weapon(patron lvl 6), divine power(patron lvl 8) and weapon specialization in addition to feats like deadly aim and rapid/many shot to add more arrows and more damage to my arrows without needing a high strength. If I were to only go to witch 5, another patron would be better for sure, divine favor and bulls strength won't do much for me.

avr wrote:

Why a witch? The spell list is poorly suited to buffing your attacks and the hexes are largely unrelated to archery. Sure, cloak of winds is a nice spell, but you don't have to be a witch to get it.

Edit: I misremembered. Witches don't get cloak of winds ... so you don't get nice defensive spells either. You're missing out on this, mirror image, divine power is an age away and you don't get haste or similar beforehand. I don;t see the reason for this combination of role and classes.

Perhaps you could add some ideas on a way to build an archer that can cast decently, heal without a wand and hit at least 16 BAB. I would honestly like to have your thoughts on the subject. I would like to add that wizards are not exactly my favorite, but I would not be completely opposed to considering one.


I have been invited to play in a local game and I was unable to decide if I wanted to play a cleric, an archer or a wizard..... so, I decided to build an archer/caster. I have landed on witch as of right now. The party consists of a tanky fighter, a druid, a rogue and a barbarian. I have a basic idea but I am very open to suggestions and variations from what I have so far.

Elf/ Hedge Witch/ Patron: Strength

1 Witch 1 Hex: healing // Point Blank Shot
2 Fighter 1 // Precise Shot
3 witch 2 Hex:flight // Rapid Shot
4 witch 3
5 witch 4 Hex: Hedge Witch // Arcane Strike
6 witch 5
7 witch 6 Hex: Tounges // Deadly Aim
8 Eldritch Knight(ek) 1 //bonus feat: weapon focus bow
9 ek 2 //many shot
10 witch 7
11 witch 8 Hex: Hedge Witch //reach spell
patron spell: divine power
12 ek 3
13 ek4 // weapon spec bow
14 ek5 // bonus feat: point blank master

That is as far as I have gotten at this point. Any thoughts?


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I feel there are a dozen ways to make this class with what we already have that would work better and have more flavor... I say you should just scrap it and give us a rogue/cleric or a rogue/oracle.