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Great advice, thank you all. It is this "top level" knowledge I need right now and just reading over your replies has given me a much better understanding on how it will work.


Good day all,
Apologies for this post in advance as it must be the 1000th on here, but I just need a little guidance in my thoughts on my first PF2 character.

I am drawn to classes...
Fighter
Druid
Summoner

and archetypes
Medic
Beastmaster

...and wondered if there is any major "do nots" in trying to multiclass two of these into a decent build. Doesn't have to be the most effective, but I just don't want to create something pathetic/one dimensional that will annoy later on.

So do any of you have any experiences you can share with me along the above selection please?

The rest of the party makeup isn't decided yet but it looks like I will need to have some form of decent melee ability (but I don't want to be a pure fighter, if that makes sense).

I mean, is Fighter/Summoner even possible? I am mentally stuck in PF1 where multiclassing was always frowned upon but I read in PF2 it is more forgiving?

Any advice is gratefully received.


Ok, thank you... I kind of expected that, but I thought it might be worth a go.


Hi Folks,
So I understand how multiclassing works, and that my witch who is 12 levels in Invoker (Archetype) and 4 levels in Harrower (Prestige), would only get the abilities of a 12th level witch (but spell casting as if she were 16th level witch ref the Harrower abilities).

So as a 12th level witch I would just be getting my second major hex. All fine so far.

If I look over into the Invoker archetype "invoke Patron" section it give a list of abilities based on level.

example:
Bridge: The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.

Now the sensible part of my brain is saying "well you are only a level 12 witch so you would use the "5 lower at 8th level" part of this.
But the Minmaxillon part of me says, "but it states 16th level, and you are 16th level. The rule here does not state 16th level witch"

So I take it this is implied/stated somewhere in the rules??

Thanks in advance.


from my Witch

Quickened Ill Omen with a Persistent Feeble Mind can take out a spellcaster before they get a go.
Persistent suffocation is always funny
Persistent Midfog, with any thing that stops movement
Reach Heal, Breath of Life, Cures etc
Reach Teleport. Get the party out of trouble when all at short/med range
Persistent, Reach flesh Worm Infestation
Quickened Barrow haze. Blocks all vision except yours before any get a chance to splat you
Reach Bestow curse
Quickened Mirror Image
Reach Touch of Idiocy
Intensified Snowball


bbangerter wrote:
Artofregicide wrote:
avr wrote:
... The painful stare on magic missile probably doesn't work BTW. No attack roll means it is not an attack which hits.

So I'm not sure this is true. I'd consider magic missile not an attack (it breaks invisibility) and it does hit the intended target (though you are right they there is no roll to hit).

I'm in two different games with mesmerists who use this combo, and it's very strong. I'm GMing one of them. This might be worth its own thread.

AoN wrote:
Painful Stare (Su): When an attack that deals damage hits the target of a mesmerist’s hypnotic stare , the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.
My question to the OP: how is (presumably) a wand of magic missile or other magic item beating SR?
There are two types of things the rules talk about in terms of attacks. The combat chapter talks about making attacks wih a d20 roll. The magic chapter talks about things that break invisibilty (and spells like sanctuary ending). The rules aren't particularly clear about when you should use which definition of attack. However, several FAQs and dev commentary seem to suggest that the default is attacks are those things that require an actual attack roll. So given that, magic missile would not trigger painful stare (nor would fireball, lightning bolt, etc). But of course since the rules aren't explicitly clear for this, ultimately ask your GM.

He is using Staves I believe so this gives him the boost in SR to use it.

I was hoping to find another member of the party who has a low level no save spell to use as Authoritative, if we can find a Rod of it.. not takers as of yet, so might be left to me.

I am lev14 currently and cant get spell perfection until level 16, so feat wise I think I will have to stick with my "Persistent, Reach, Quicken" setup.

Without a healer in the party I see Reach being a life/lives saver with Teleport, cure spell, heal, breath of life, Infernal healing.


I guess there is nothing to stop me using this with my witch as a quickened authoritative Ill Omen as an ultimate first round control spell. Hmmmmm..


good point on the painful stare. Not my character so I am not up on its rules.

so...
1. looks like a DM decision
2. seems to work how I think it does
3. the enemy wont waste any actions.


Dimensional anchor is a good option, thanks, but we want as many ways to hinder them as possible, plus the way above means no saves at all.


Hi Folks,
We are deep in to Hell's Rebels and are being annoyed majorly by the numerous devil's teleport at will ability.
So I have found the Metamagic feat "Authoritative Spell" and suggested a Rod/feat to our Mesmerist as he does so love a Magic Missile.
this seems a perfect synergy with his stare boosting the damage, no save and the chance to remove an action from the enemy in its next round.

"choose one of the following activities to prohibit: move closer to you, move away from you, make a melee weapon attack, make a ranged weapon attack, cast an offensive spell, or cast a non-offensive spell."

My questions are:-
1. Since the devils use this Teleport ability as a SLA at will, we cannot stop them using the Authoritative option of "cast a non-offensive spell", I guess?

2. If he chooses to stop the option of "move closer to you", does this prevent the devil teleporting closer? Technically the teleport isn't a move action, so would it work? I read this as "ending up near to the Mesmerist than he started the round, correct?

3. Would the enemy be aware of the effects of the feat. So if the devil got hit with the magic missile and the Mesmerist stated he is preventing " make a melee weapon attack", does the devil know it can't attack or would it try to and fail, wasting it round?

Thanks in advance


Great advice thanks.
I will struggle to get Spell perfection now as the adventure ends at 18th level, and I am already retraining a feat at this level.

The party have a lesser quickened rod, but I do not (but I have about 5 others).

Agree about Fleeting, I need to go over my spells to see just how much I would use this, but I know I have annoyed the party with a Mind Fog or two over the adventure.

Things for me to mull over. Cheers


Good day all,
Just about to hit Level 15 (Witch Invoker 11/Harrower 4) and I have two feats to choose and am a bit stumped as to what to go for.
So far I have (seems a lot but the campaign has given extra free feats):
Harrowed

Favoured Enemey Spellcasting

Improved initiative

Altertness (familiar<5')

Split Hex

Toughness

Spell Penertration

Iron Will

Persistent Spell (Metamagic +2)

Deceitful

Accursed Hex

Ones which I am sort of discounting:-

I had been looking at Iron Will Improved/Heroic Will but I can now cast Nine Lives which seems to better TBH. 9 re-rolls a day potentially kicks these two into the long grass, as it were.

Metamagic quickened... great yes but the +4 spell level just discounts it for me.

Greater Spell penetration, again greater but my invoker ability is giving my enemies -5SR already, so it seems a bit overkill.

Spell Focus. DC is always good but I use such a variation of spells it is diff to pin down to a school. Also again, my invoker ability is giving me +2DC to spell and hexes.

What I am considering:-

Metamagic Fleeting. Seems like for 1/2 duration the ability to dispel a mind fog, poor draw on a greater Harrowing spell etc, my be a goodish choice.

Spell Hex. The idea of getting a lev 1 spell as a Hex again seems tempting. Especially since I can Split Hex it to get 2 for 1. My only issue here is what to choose as the spell? Since the feat says its a SLA and not a SU, SR will count so again limits it. Any suggestions on spells?
Adhesive Spittle (seems great except very short range), Ray of Enfeeblement (RTA might suck), Ill Omen (this dosent have a save anyway so seems a bit of a waste)

Flickering Step. This I like. Could be a life saver for me and some party members. 4 times a day seems plenty even if it will be limited to 60feet. Again an SLA so I will be subject to AoO etc.

So am I missing anything interesting? Any advice gratefully received.


Howdy,
Love the idea/theme.

Hope I am not stating the obvious in the below, so please dont take offence if I am.

One thing I tend to over look, is equipment/wonderous items for companions/familiars. Check what slots they have and what you can get. A few decent items will transform them. Bear in mind when the party are dividing up items.. any spares can go to your companions. remember wonderous items resize to the creature, armour and weapons do not (so you would have to get armour made). With this in mind (you needing 3 times the equipment) are you/a party member able to craft items?

Team work feats all day long.. but you have this covered for sure.

If you are thinking of using Range attacks then I would think you need to look into precise shot feat. That is if you are using the lions to engage in melee while you range attack?

I never normally look into "Volatile Vaporizer" items as they are v expensive... but in you case since you are a party of 3 already? Sometimes in an adventure you get non standard or powerful potions/oils. Being able to multiply the effects by 3 might be worth it?

Trait wise, https://www.d20pfsrd.com/traits/magic-traits/guiding-spirit-magic/ is so handy in so many situations.

just some random thoughts.


If you want to go cryptic then you could always sit the party down for a Harrow reading? You can then chuck as many cryptic clues into the pot as you like? Nothing like a blind witch dealing out the harrow cards to upset eth apple cart. you can set the cards dealt, to each player and give hints in those.
Possible cards:-
The Hidden Truth
This is the lawful good card of intelligence. It represents the discovery of the greater truth within.

The Snakebite
This is the chaotic evil card of intelligence. It represents poison, venom, assassination, and discord.

The Twin
This is the neutral card of charisma. The doppelganger represents duality of purpose or identity, or indecision and fence-sitting for the subject or the entire spread


Yes, Time stop would be a big win as I am using Trickery Domain.. few levels away from that though.
Just a big shame that there aren't more Witch spells that can take advantage of it.
Thanks for the help/suggestions


Thanks for the link, Ill take a read through all the Witch FAQs.


Thanks for the replies.
Ok looks like a non starter then. Maybe there are some other better 1 round spells out there to use it on?
I understand it can be used for 1rnd/level spells to, but was looking for something more unusual to use it with.


Good day all,
I have been playing an Invoker Witch which allows me to use Invoke Patron (Su) as a swift action.
I have always generally used this as a Hex/SR buff, but one option on there had me thinking.
Rapture: The invoker can increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level.
Then I find the spell "Channel the Gift"
You channel your magical power to fuel the target’s spellcasting.

If you target yourself with this spell, you may spontaneously cast any prepared spell of 3rd level or lower without expending its spell slot on your next turn (this aspect of the spell has no effect if you are a spontaneous caster). The spell that’s cast after channel the gift cannot have a casting time longer than 1 full round.

So reading this, can I swift action to "rapture", cast "channel the gift" on myself. this then lasts for 3 rounds (as I am 10th level).
So..... 3 free lightning bolts in the next 3 rounds? or 2?? or none??


... a very good point. The Flight Hex text (bold) would extinguish my flighty dreams a bit wouldn't it! But you can't help a Witch trying!

Just depends on which take precedent, Split text, or flight text.


I read this as each time they try to do something against their nature they get a new save at +2.
So if you Barb tried to attack them each round then yes it would be a new save each round.
but it could follow:-
first round he attacked (save at +2 needed)
second round moved away (no save needed)
third round attacked (save at +2 needed)

So if for the full duration of the spell he doesn't do anything against his nature, no new save.
Each time he does.. a new +2 save.

But this is just how I read it.. might not be correct.


Hi folks,
So really simple question, I hope...
Can a Witch use Split Hex on Flight Hex?
Split Hex states "a creature" and flight hex targets "you"
So does "you" count as a creature?
Can I give myself and a buddy flight from one hex?

Thanks in advance!


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"...we sometimes forget all about using the cool new toy that we picked up during the last level or two."
This! I have spent almost an entire level forgetting I took Accursed Hex. I have spell cards, Hex cards, cards for everything except my poor brain!


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I used to have that all the time until I found a spell card generator. Prints out PDFS two sided colour cards.. so much nicer having a deck of cards now for spells rather than scraps of paper.
Also some satisfying about slapping a spell down.


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another one I forget... fighting defensively/total defence increases when you have acrobatics ranks I seem to remember.... I am not sure I have ever added that on in combat!


hmmm the Pulura thing is an odd one as it isn't mentioned in D20.. is that a legal thing?
Magaambyan arcanist looks interesting, but as you guessed, I dont qualify...who wants to be good anyway ;-)


Hi Folks,
I am in a great game (Hell's Rebels) currently and am approaching level 15.
My setup is:-
Invoker Witch 10/Harrower 4
Money/magic items are tight/restricted (which is kinda nice for a change, having to make the most of what we can find), and some OP abilities are gone (Slumber Hex, Enervation, Black tenacles...) for balance purposes, which again is seems correct.

My question is, as I look to go to level 15 I have a choice of Witch 11, or Harrower 5... neither seem overly inviting TBH.
Witch is ok, but fun wise it is just spells/Hex... and I have all the Hexes I really want already.
Harrower 5 isnt floating my boat either...some of the later levels are ok, but again I have out of that prestige class what I wanted (love a good greater Harrowing in the evening!)

My Hex DC is ok at the moment (ref the invoker ability to boost it), so I can prob take a dip of a lev or 2 in something else, but what??

I looked at the Stargazer prestige class as it seem to have a few interesting abilities (even though some are demon focused) and allows Hex additions/boosting. As this isnt a core book I am not sure I will be allowed this anyway (waiting for DMs reply...), so failing this any suggestions? Doesnt need to be OP, just interesting TBH.


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It has happened to me many times, where I will happily go up a few levels in a game, and then for some reason check a rule and realise something I have went up in power as I levelled up... which I totally forgot about.
most recent example being certain skills at 10 ranks increase their bonus (with a feat). Just totally glossed over that..

So what weird rules/abilities have you found out about, that should have changed with level and you didnt??


ok thanks, all good advice. currently level 10 witch invoker 4 harrower so all good on rounds now.


In ref to the "expire before you turn" I am sure I read a post somewhere stating this isn't the case. I was under the impression all 1 round effects last until the end of that round, otherwise 1 round spells become useless as you cannot cast, then and get the benefits. Ws this clarified somewhere please?

Good point on the charge range but I am normally flying, and TBH just being able to boost the front line characters at the same time is great.


Excellent replies, thank you both. Looks like what I lost in one hand I more than gained with the other! Awesome!
I so love playing my Witch Invoker/Harrower

Thank you for the quick help.


Hi Folks,
This is probably a stupid question but it seems a bit too good to be true, but can a witch split hex her cackle?
In other words can she really extend the duration of Evil Eye, misfotune etc, for two creature for a move action?
I can't see where this would not be possible but I dont want to assume this is all ok without asking some experienced players.
Thanks in advance.


Ok thanks for the tips...
I got it wrong on the character front
The player is actually playing a Monk/Cleric/Urban Barbarian I think... hard to keep track TBH lol! Don't think he took level in rogue... yet

The idea is to get amazing saves, good AC, and be able to rage but not get fatigued. Only down side is he only has Cleric level 7, so we miss the better spells, and he struggles a bit to hit, but we tend to buff him up. We don't have a true front line fighter so it is an odd party, but is doing ok so far.


Hi Folks,
My party are about to travel to the plane of Hell as a level 13 group. We are playing Hell's Rebels, so please no spoiler's or adventure specific details, but I am looking for some help on items/spells/general advice. Our characters have had a few weeks to prep for this and as such, in game terms, enough time to research what we would be expecting up to a certain point.
We are limited on gold and what we can buy (14,400GP max item value available to purchase), and have an odd party setup.
Lev9Witch(invoker)/Lev4Harrower (Imp familiar)
Lev13 Monk/Cleric/Rogue/Urban Barbarian
Lev13 Summoner
Lev13 Mesmerist
Lev13 Investigator

Through research we know we are getting Int/Wis/Cha penalties for alignment and will be facing devils. Also spells will be empowered or penalised depending on type.

So bearing in mind all this, what items/spells would you recommend, as our trip is looking horrible TBH!! Is there a way to get around the alignment penalties?

As I say nothing game/story breaking just some general tips that would be know to our characters through research please.


ok, so even though the disease has the numeric effects, the empowered only covers the wording of the spell itself. Makes sense, even if I was hoping it worked the other way .

Thanks for the quick reply


Hi Folks,
Can you help me on the affect, if any, that empowering Plague Storm would have? The disease penalties are mentioned as damage but I am unsure if the spell causes this, or the spell causes the disease, which then causes this damage and hence would not be empowered
Thanks in Advance


avr wrote:

You add a d20. That probably still won't be enough against enemies you face at level 13 though.

(Also there needs to be a handy corpse for the spell to use, of course.)

Ok thanks. Well a +20 is still not to bad for a some of the smaller opponents, but agreed it is not going to beat a boss. But with no SR and no Save it is still a handy level one spell. Well a lot better than I thought it was, and it will scale up as I progress each level too.

Thanks


Hi Folks,

Playing a level 13 Invoker Witch/Harrower and have been mulling over the 1st level spell Grasping Corpse. It is either great or awful depending on the interpretation of the CMB part which I am looking for help with please.

It state the CMB is equal to Caster level (13) plus Int modifier (7) = 20 (in my case)

But is this a flat value, or do you like all other CMB rolls add D20 to it?

Sorry if this is obvious but I am reading it both ways and it make a huge difference.

Regards


ok thanks for the replies..

The reason I ask about the flight as the hex states..."At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level.".... so I was wondering if the "as per spell" part meant she would count as being under the affect of a transmutation affect?

Looks like we have one vote each way so far...

Yes understand that I would not be able to bounce the base weapon damage and just the poison, but had not taken into account the "1 and only immediate action" part.. Guess it would be useful in a combat where you were sure you may no need this, say after a few rounds?

ok so just to take this a little further...out of combat would it be feasible to have an interaction whereby I pretend to drink from a glass, say at a dinner, that I know is poison, bounce it to another character using the hexes and stay undetected? Thinking Joffrey's wedding scene here :-)


Hi Folks, Hoping someone can shed some light on this please?

1. My witch has the fly hex which she activates every combat. When under this hex, does this count as a transmutation spell? I ask as the feat "Scale and Skin" boost AC when under the affect of "a transmutation spell or spell-like ability", "your natural armor bonus increases by 1".

Would this count please, as it seems like a neat way to boost AC in combats without spending any actions.

2. Secondly, if she takes "Gift of Consumption (Su)" and "Greater Gift of Consumption (Su)", is there any reason why she cannot quaff poisons she carries and bounce the affliction to enemies within 30' or more using Barrow Haze, and take it a step further injure herself with a poisoned weapon and bounce this too? If so can she do 1pt of damage or would it be the full weapon damage?

Thank you in advance...


Good day all,
I have looked everywhere for the answer to this and could find nothing, so maybe I am looking for something that does not exist, but for the spell Tremor Blast the caster makes one Combat Maneuver check.....so is this just a regular Str based one or different as it is a spell caster CM?? I ask as a lot of these types of spells specify to use Int/Wis/etc for the caster but this does not. Seems a rather pointless spell for a Sorcerer/Wizard/Witch if just a regular CM check....

Has anyone seen any clarification on this spell pls?

Thanks in advance.


All good points, thank you. The spell seems like an entertaining ploy to manipulate.


Its a good question...Which I cannot answer.So are you implying the outcome is down to the DM and there is no clear path here?


Howdy Folks,
Was just looking into a Invoker/Harrower lev 6 witch build and stumbled across the feat "Spirit Talker". This says you basically get a Hex from a Spirit for an hour... so can I choose "Bad Penny" from the Slums Spirit, curse a coin and then cast "Beguiling Gift" to make an enemy have -2 to saves as long as they keep hold of it? Seems like a good way to get an enemy at -2 for a whole combat if legal.

Also if I cursed a coin, and the hex ran out after an hour, would the coin stay cursed? I am thinking yes, as the witch would just lose the ability to use bad penny, not the curse itself?

Thanks in advance.


I have used two cohorts before, one in kingmaker was a human lady who was a crafting queen, who owned a shop in the city as cover.. also brought in a bit of gold ref her profession skill (well that was until another party member shut her down with bureaucracy lol!)
She was amazing at her job, crafting, well a bit too good as she got nerfed quite a bit.
Feats were, Craft Wonderous Items, Arcane Builder, Skill Focus-Spellcraft, Magical Aptitude.. all help craft, as did Hedge Mage and Arcane Student.

But there is also the option, if the DM allows to create a Monster cohort. I had a Saurian Druid with one of these and a familiar.. when I shape changed we were a triple Dinobot destruction team... great fun. If this is allowed you could even maybe take the cohort as a battle mount or just a regular monster/fighter. Remeber that even though the cohort is a Monster it still goes up in levels too, so will continue to get better as well.


ok so I think I am going to risk this build and see if it plays well. Happy for it not to be spectacular, but it has a great history/backstory and the split fits well with that. It also gives me options in all scenarios, even if they may end up not being very powerful. As Dave Justus said... you dont have to be powerful to be fun.. well that is sort of what he said and I tend to agree, especially looking at our party make up.

So I have BAB+1 to start with and with the weapon finesse gives me +3/+4 when hitting with my unarmed/Sanpkhangs.

I am also going dabble down the Poison route and my DM has been generous and given me a Magic Sanpkhang that adds another +1 to poison DC, and another +1 for every 4 levels..... Keeps poisons in play, even if I will never be a master in them.
I also have gained an Imp that has a natural poison attack so thinking she can be milked (sounds wrong!) for more poison for us both to use, only issue is the magic Sanpkhang has a 10% chance to inflict the poison on me! hmmm... What a DM gives with one hand he takes away with the other..
For combat will usually start with a Monstrous Insight, as will also have Karmic Strike in affect...so if I get attacked first already I am looking at +4 to hit.
This coupled with hex strike, Evil Eye, gives me a potential free Hex/debuff per creature.
For attacks I can use my unarmed strikes even with a Sanpkhang loaded with poison, which gives me a choice on when to use it, with the poison DCs at 14-16 currently. Crafting and purchasing other poisons will be possible if not easy according to the DM, which is good.
I also have sneak attack with Bravados Blade, to give me the option of a free demoralize check...again not brilliant but another option to debuff and maybe later combine with spells to up this from shaken to panicked etc..
As for traits I have Magical Knack to up my caster level to 3, and Guiding Spirit to give me a 2X roll once per day.
I took deflect arrows as my Monk feat.
Further on I should only be taking Speaker of the Past levels to get hexes/revelations and will look to take Arcane Enlightenment to get mirror image/mage armour/shield to protect myself.

Thanks for all the suggestions and I did read into them all and I did get some good points from these. After my last character who was a 2 handed fighter/obliterator/one trick pony, I kinda want to play a more subtle (or you may say useless/weak) role.


Had a bad experience playing a bard.... cant face returning there, but that is my issue not yours, so thanks for the suggestion :-). Also we have been told upfront that magic items/wands etc will be rare/restricted, so I will need access regardless of equipment to some sort of healing.

I will say that our game does need a lot of reliance on skills also, which is another plus to the rogue dip, but a weak one I will admit.

I want my character to be a caster, but not JUST a caster... if that makes sense. My characters history involves alot of subterfuge/stealth/sneakery..so the Dips also feel thematically ok if not good for gaming purposes.

To be fair our DM although strict (15pt/few magic items etc) is good enough that if a character starts to suck, then we can respec, so if I do got for it and end up rubbish, then I may be able to rebuild later.... perhaps.


maybe go to Rake for the Rogue dip....intimidate enemies/hex strike/evil eye??

I love Pathfinder for all the options... but I also hate Pathfinder for all the options lol!

We are also restricted to the 15pt build....:-(

The only thing I would say for my build id that alot of the actions that are covered by spells etc, will take a turn to cast.... using the Dips it means they will be in one round.... just one small vote for the Shamogue.....


All good advice, thanks.
The party as far as I am aware is
Investigator
Urban Barbarian/Urban Druid
Medium
Mesmerist
and me....

an odd mix lol!


ok thanks for the info... would be playing the unchained varieties if that makes a diff, so I have the option of flurry of blows at +1/+1, BAB+1. Also the Rogue get weapon finesse which will help to hit rolls as well.

Have to stick as Human for race, so no Dwarf for me, I am afraid.

Also longer term I hoped to be able to sneak/spectral hand after stealth... also helped with a lev in Rogue.

But you are probably right, I am over complicating here...


Good day folks..

I am in the need for a flexible character that can do a bit of everything starting at level 3, as the party I am joining only really has one classical front line melee fighter, doesn't really have a healer, or a full caster.

So I have decided to play a Speaker for the Past, taking the Lore spirit.
I was looking to dip into arcane spells using the Arcane enlightenment hex, and also grabbing a few Cleric spells from the favoured class perk.

After having a read up a bit, I then decided to take one level of Karmic Monk. the thinking was that this allows me a bit more melee, bonus to AC (although lose the armour use), and two attacks per round at full BAB when I need to be in close combat. Also then possible using Hex strike to add these debuffs when I can.

I then maybe over though this and thought of maybe taking one level of Shadow Walker (rogue) too. Thinking the sneak D6, and weapon finesse, plus Dark vision would also compliment.

Further on I would take Shaman levels (Speaker for the Past) only to get revelations/hexes/spells.

I understand this is probably a poor decision as although it will make a powerful low lev character I am hurting my shaman progression by two levels, but since the party is made up of hybrids/multiclasses would this be such as bad thing?

If anyone has any major reasons why this is a no-no, or suggestion for feats/spells then that would be great.

Also has anyone else played a lev 3 character using 3 diff classes?

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