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I've created a sort of "rough draft" outline of what my Feat selection is going to look like below. I'm not necessarily sure how soon I should take some things and how much later I should take others -- but felt they all fell in place due to level importance. But some input would be appreciated. Level 1 FEAT Improved Initiative
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With School Understanding, I read somewhere about grabbing the Void Elemental School ability Reveal Weakness. Which would ultimately also help my team out for a round at a time -- would the gnome's ability to extend a specialization work here as well? I have a Charisma of 15 at this point in time. Being a Gnome also helped that out -- and I was previously gonna dip Oracle for the Color Spray shenanigans. Overall, I think I have alot to work with, great saves, and tons of utility. I'm not generally going to be GREAT at anything -- except maybe getting on the enemies nerves. ![]()
Instead of Div Spec Wizard -- I'm instead thinking of going Exploiter Wizard instead. So it'd look something like Mindchemist Alch / Exploiter Wizard essentially sacking Arcane Bond and School Spec for the option to have either of the two as an exploit... and better options via Quick Study, Consume Magic Item, and Dimensional Slide. Thoughts? ![]()
I think I'm more trying to optimize a combination and while it sounds good at this point in time -- perhaps it isn't in my best interest? I haven't been playing Pathfinder long enough to know what actually works and what doesn't. This just seems to marry so well together that I can't look past it. But perhaps what you're saying is true... and that I don't need to lose a level of casting for a mediocre boost to a spell that I may or may not fall in love with for bosses in the future. The Alchemist and Wizard have so many moving parts that maybe its wrong to single out a single "debuff" spell. Would it perhaps be more in my interest to lean towards Blaster evo/admixture wizard / alchemist and picking up the racial trait pyromancer and maxing out damage potential? ![]()
Oracle provides the ability to affect higher HDs by way of lowering their HD to a reasonable level. I'm able to boost my spell DCs via Cognatagen on my Alchemist side, also as a Gnome I'm already receiving a +1 to my illusion spells -- I don't know that a single level will set me back so much so that I'm going to be useless. My alchemist side provides most of my damage dealing in the meanwhile -- between bombs and alchemical items that I can hybridize to keep the bad guys at bay. I envision my color spray as my "spirit shotgun" ala YuYu Hakusho -- an almost last ditch effort that provides enough time and flare to get away should our group's bruiser prove to have gotten himself too over his head. Our group currently consists of: Bruiser/Wall: Dwarf Inquisitor/Fight
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So, reflecting back on this build -- already having it in action as: Level 1 Mindchemist Alchemist / Level 1 Divination Spec Wizard It's nice to boost the DCs of your spells; primarily Color Spray. I'm leaning toward making this "the spell" I wanna use. We just recently got our Level 2 upgrade, I was thinking of going: Level 2 Mindchemist Alchemist / Level 1 Divination Spec Wizard - Level 1 Heavens Oracle This would allow me to stack on some benefits for my Color Spray, allowing it to be used in way way later levels. We're currently running the AP: Emerald Spire My current stat block looks like: Race: gnome STR 8
Character Premise: I plan on going the route of crowd control -- my alchemist loading up his bombs for damage dealing or further crowd control with the likes of Stink Bomb and then using his Wizard side divinations to Go First and color spray to his heart's content. Complete with Rainbow robes... Is this a viable road to travel within the spire? Mindchemist and Wizard combo allows me to be a mister know-it-all. And gasing my way through the close confines of a dungeon could be largely beneficial to a group largely made up of "squishies". Insight into other options of warfare is also welcome. ![]()
So, I'm planning on running a Gnome Pure Div Specialist Wizard / Mindchemist Alchemist. Essentially, the tactics I wanna go for is using the Wizard side to buff/debuff and then the alchemist side to buff my DCs of my debuffs and SoS spells as well as use their bombs for my main damage dealers when I begin to run out of useful prepared spells. What I'm asking for is: + A decent stat block; I'm aware that as a gnome I'm going to start with an 18 INT instead of a 20. But I believe that will be okay. But I'm also not "tied" into the spot, so other suggestions would be welcome. We're going to begin the campaign at level 1. Could I also get a few suggestions as to feats that I should look into? I'm new to the gestalt game... so I'm not necessarily sure of what syncs well. It'll be nice to have a wizard's spellbook and be able to copy those spells to my alch's formulae book.. ![]()
So I've been contemplating a character to run in a friend's Gestalt campaign. Thinking of going: Stonelord Paladin (Dwarf) Foehammer Fighter (Dwarf) feat wise -- being rather new I'm looking at the Cleave feats: Cleave, Greater Cleave, and Cleave Through. adding whatever else may be of benefit. So, what I'm asking here is: how well do you believe something like this will meld? Are there additional aspects I should be looking at? Something I'm missing that will ultimately render me... lame? ![]()
Philo Pharynx wrote:
Haha. I'm rather new to the Pathfinder world as a whole -- so I wasn't too comfortable when looking at the action economy required of a Master Summoner from Point A. Its definitely something to look forward to in the future, but in the meanwhile Synthesist Summoner is where I'm at. ![]()
Philo Pharynx wrote:
The venom idea was a brief moment of clarification -- rather I picture my Synthesist as more similar to Sinbad from Magi; an anime/manga that I follow. They "equip" djinns in battle for additional abilities. https://33.media.tumblr.com/31cf92fa139881611b6a4705065aefc3/tumblr_n37kopM 23p1qhkw3co6_250.gif To this effect, more or less. ![]()
Joynt Jezebel wrote:
Personally, I believe the better use of my Summoning SLAs would've been spent on Blood-God Summoner to tie in on my Synth, but he was quick to dismiss that. It'd kinda difficult to use those SLAs when you're always in your "eidolon" which count as being out... and which means you can't really use the daily SLAs... ![]()
We're currently running the Kingmaker campaign; my Synthesist is the King/Ruler. Its abit outside the normal books of the campaign, our GM has set up scenarios through the series that he liked to run from other campaigns while keeping the general feel of the world in check. I have a feeling we'll have many spellcasters as the difficulty level goes up -- we did just finished fighting a Lich at the bottom of an ancient city ruin. And were informed that he'd be back later/he wasn't really dead when our rogue went ape-shyte in his Time Stutter (w/ rod of repetition) spell and got a 2x haste sneak attack off. I mostly ask because I'm planning on taking the Dimensional Dervish route, and becoming a little wrecking ball of doom. Cross between Nightcrawler and Venom anyone? and if I'm not gonna need the feat for Augment Summoning/Spell Focus (Conjuration) -- those feats are better spent on additional tools elsewhere. ![]()
I've done some research into the character creation, but was wondering on the public opinion as to whether its better to straight up "equip" the eidolon all day or summon the eidolon via the Summon Eidolon spell with Augment Summoning feat (+4 STR and +4 Con) and lose out on the ability to have it attack those with Protection vs Evil? ![]()
AlaskaRPGer wrote:
I also, PM'd you -- if you don't mind. I don't know how those notifications work on here. ![]()
AlaskaRPGer wrote:
I was personally looking at the Halo of Menance [-2 saving throws to those in 30 feet]. Im more inclined to lean more towards Voodoo/Hoodoo Witch Doctor than Diablo 3-esque Witch Doctor ![]()
AlaskaRPGer wrote:
Looking at the Patrons -- the favorites among what I've read are Time, Shadow, Deception, and Strength. Would it be possible to grab the Dimensional archetype to fully separate an opponent from a group -- say combined with Spirit Hex [Heaven's Leap (Su)] to single out an opponent and just ruin their day? ![]()
AlaskaRPGer wrote:
Yeah, my bad as well -- I wasn't entirely clear from the beginning. The class does appear to have its benefits; Prehensile Hair will allow a secondary ability to melee if need be. Perhaps breaking grapples if need be? I've read a good number of the guides already; most of them point to being an amazing debuffer and controller. Would the Orc feats of Orc ferocity and Ferocious Resolve help or hinder as compared to the Shaman's Apprentice and Sacred Tattoo suggestions? ![]()
AlaskaRPGer wrote:
"that I'm going to be running in... as a player -- not GMing." Someone entirely different is going to be the GM. Sorry, I'm rather new to the whole table top genre -- trying not to take the backseat approach to the game -- rather would like to shine from the get-go. ![]()
So, I'm looking at building an epic Scarred Witch Doctor for a Kingmaker campaign that I'm going to be running in... as a player -- not GMing. The party is going to be largely built with pro-players -- a crimson assassin and a bloodraging tiefling, transforming dragon monstrosity someone's come up with... along with a couple rangers or something similar. The campaign isn't going to be by the books, but I'd also like to have a character that isn't going be so backseat that everyone else is going to outshine him. Is it possible for the Scarred Witch Doctor to shine like the first two classes? Or should I look into building something else of merit? Your insight and input would be appreciated.
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