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ForsakenM's page
Organized Play Member. 53 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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Link to Samurai Sheepdog's Gnoll Race that I'm using.
Link to Slayer Class
Link to Bounty Hunter Slayer Archetype
So my DM is considering taking a break on our main story and having us do a side adventure with side characters, and he REALLY like my idea of being a Gnoll that by day sells tapestries that may or may not be a good way to smuggle illegal goods and contraband to those who can afford it, and at night he is an assassin can stalk prey for weeks before striking at their weakest.
This version of the Gnoll has good stats and racial feats for that, currently thinking about dropping Beast Tamer for the Merchant buffs to Craft and Appraise and the base Weapon Familiarity with the one that gives me more weapons that feel like they fit the theme of a bounty hunter.
The build I'm looking for is stealthing and ambushing so that as long as I haven't entered combat yet I'm getting as much as possible on a single target, with the ability to potentially stealth again and fade into the dunes or whipping sands to strike again. We don't roll to confirm crits: our DM has it that rolling the first Nat 20 is enough, and my stat options are 18, 16, 15, 14, 12 and 11.
I assume I will be leaning towards Dex, but I figure I will also need a decent strength for when I do attack since Pathfinder doesn't let you use Dex for Damage without stacking feats. I'm not sure what stat would be tied to feinting an opponent, but I also find that do be useful.
I have no information on whether or not we start with items or what level we would start at.
I appreciate any and all support and advice, and if the archetype I'm looking at doesn't match up with the build I want or there is a better choice, feel free to suggest it! My last Slayer sacrificed a lot to have an Animal Companion and I ended up using feats for Teamwork feats when I learned I should have just played a Hunter, so I have much to learn and am open to suggestion.
There are a number of Summon Monster choices that are water-based creatures, which seems incredibly niche and awful unless you are in a sea-faring campaign.
My witch has essentially become Deep Sea-themed and I can summon larger creatures each as the Giant Moray Eel, so I was wondering if there were any spells that can produce enough water or alter the landscape enough that I can learn to make it so I can summon these creatures no matter where a battle takes place.
Using D20PFSRD, it says that the Cold Blast can Freeze an enemy, but two issues.
A) It lists nothing about what Freeze actually does as a status, and the link available leads to a Monster ability to pretend to be an animated object and take a free 20 on Stealth.
B) No listing of what the DC is to succeed or fail.
Am I missing something?
Everything I see of an animated cauldron is either an enemy or something featured in PF2E?
With my current witch character, I wanted to make a Omni-Cauldron that combines a lot cool magic cauldrons into one, but to start with it being a walking one so she doesn't have to carry it. Is that even possible?
Hey Table of Elders (this is how I view you all as I assume the most active people here for PF1E have been here for a long time), I'm looking for advice on a 3pp class to see if it's a viable class or if I should try for something else or a different character idea all together.
Class webpage is right here.
So as a person who has imagined magic being used via tracing runes/glyphs on objects or in the air as just part of the basics of casting any sort of magic, despite the fact the the class doesn't have actual spells and everything is converted to spell-like or supernatural abilities I like the angle that the class is taking.
With this I wanted to make a Dwarf in my buddy's campaign who is studying the magic of yore as well as believing the the history books aren't telling us everything and now wants to travel with a party so he can discover the true history of both magic and the world. My buddy has already said that this kind of magic is a thing in his world and that it would be yore magic that is slightly more difficult to use but is more powerful, but the real issue is understanding it and finding sources of it to learn more magic.
What do the Elder Gods of Pathfinder think about this class, and do you have any reccomendations for the character idea I have?
I keep getting results for PF2, so I need a refresher.
If I do a Melee Spell Attack, I roll a d20 and add my spellcasting modifier and...what else, if anything else at all?
Link to the d20pfsrd page for the class here: https://www.d20pfsrd.com/classes/3rd-party-classes/rogue-genius-games/witch -hunter/#TOC-Disruptive
So one of my party members is a Witch Hunter, and it's clear that this 3pp class takes a number of things from other systems that weren't in PF1 originally, but I think my current issue is the lack of rules text for the Spellbane ability they get at 5th lvl.
"At 5th level the witch hunter can attempt to use the spellbane power as a standard action. The witch hunter makes a melee touch attack. If it is successful, the target is affected by the spellbane and this counts as a successful use of the ability. Spellbane functions as the targeted dispel ability of the dispel magic spell. A witch hunter may have a number of successful uses of spellbane per day equal to 3 + his Wisdom modifier."
So first off, it's been ruled that this can work against my Hexes should my own party member attack me for any reason, which sucks but we worked it out to an agreement. The REAL issue is that I don't see anything that determines the Caster Level of the Witch Hunter. Are they implying that a simple melee touch attack is a free Dispel Magic success? That seems wrong, especially with how it's written in Dispel Magic that you don't pick a specific magical effect and you have to have a roll that determines what effects you can dispel.
Am I missing something here?
So yeah, I'm not sure where to start trying to build this even after looking at most if not all of the archetypes and not really finding anything there that seems to fit this criteria.
So I decided to hop over here and see what the masters of PF1 could cook up. I found some general spells in the bard list that get close, but not quite close enough.
So Whips of Spiders is pretty neato imo, but as I was reading it I wanted to make sure I understood something.
"You can wield this object as if it were an actual whip, except you make a melee touch attack with it instead of a regular attack."
So question #1: If I understand, a regular whip has a reach of 15ft. Would that mean my spider whip has the same range?
Question #2: It says specifically 'you make a melee touch attack', and so my question is that until the spell fades and the whip disappears, couldn't I use a Melee Touch Attack spell and deliver it via my whip?
Original thread here for some context.
So our party just barely survived the head of a group of polar bear werebears, a cult that was making a demonic construct that was twice the size of the Iron Giant, and some guy covered in stitches who was rescued by some ancient Ozzy-looking mf who can use some sort of cigarette magic it seems. This was all one encounter, and I almost died from it...but more importantly, we are jumping from 3rd lvl to 5th lvl and I get to pick a number of spells and at least one new Hex if not two if I grab Extra Hex again.
In the fight against the leader of the polar werebears, I dunked on him with Slumber which gave us a free coup de grace into his second phase, which Evil Eye and Bungle were somewhat helpful...but the giant construct after that I was mostly useless against once I used the two charges of my Frost Fall staff on it.
So ideally, even though I would like to take water-themed and some of the 'grosser' themed spells that could be tied to transmutation, I would like to pick up a Hex that I can use in basically any scenario. I've learned that a number of the better hexes don't work against Undead and Constructs, so I need something for that. My hexes so far are Cauldron, Slumber and Evil Eye. I was looking at Misfortune, but I've seen conflicting information that it works on Undead/Constructs because it requires a Will save.
Adhesive Spittle, Bungle, Cure Light Wounds, Ear-Piercing Scream, Enlarge Person, Hex Vulnerability, Identify, Interrogation, Mage Armor, Snowball, Cure Moderate Wounds, Staggering Fall are my current spells, and Cheetah Sprint and Bone Fists are my first two Patron spells that I have gotten and the rest are transmutation spells as well.
I have two unique gimmicks (everyone on the team has some homebrew in this vein), and they are being able to eat certain spells that are cast and then spit them back out for various results (currently untested), and that I can Wild Shape but it is based off Monstrous Physique. So far, while I can AC stack with Mage Armor and my 'Monstrous Shape', we've been getting handed a lot of AoE attacks that require saves...and my saves suck because I have an 11 in all but Int and Dex due to rolling like garbage.
I also get a feat choice that I haven't picked yet, but was leaning towards Extra Hex so that I might be able to the one hex that lets you deal Touch Attacks with your hair over the Spectral Hand spell since I have a negative con and only 25 HP.
Basically, first and foremost I need a hex recommendation that can be useful no matter the enemy I go against, as well as some spells that might make more useful than flying around to heal people when we already have a Warpriestess on the team. And yes, I've been reading the guides here, but I wanted to ask anyway as the guides tend to be slightly outdated.
*Edit: We will have a chance to go shopping on character after my witch recovers, and there are multiple magic shops in there area. Any recommendations for some good Magic Items for a 5th lvl witch to have but aren't TOO OP would be appreciated. I plan on having her craft magic items in the future as well.*
So I posted this on Reddit as well, but not only have I not gotten many replies but also the last time I trusted PF1e subreddit I was informed by the experts here that some of the decisions I made via their advice wasn't the best.
So to replace my Magus character in my frienDM's campaign, I decided to go with a Witch. This is because a) the party does not have a full caster and b) casting spells for various effects in combat is more engaging for me instead of rolling dice and hoping to smack a mf. However, the next session will be this Sunday, and I haven't finished building the character due to a few caveats. (For reference, the group uses https://www.d20pfsrd.com/ for basically everything for character creation)
~Pathfinder is MASSIVE with its content, so even with reading into a couple of guides, it's hard to make sure I haven't missed anything (which is why I find it easier to post here and get input from folks for have played for a while). Making any character means a lot to look at, but starting at Lvl 3 even more so.
~I'm trying to balance theme/flavor with optimal character design, because while I want to stay on theme I would also like to make sure I'm not useless. My theme is a young Changling Witch who has a turtle familiar, mother was Night Hag and father was a merfolk, and she's tiny and neurotic and she will change physically and become more Hag-like as she gets stronger and has to balance her new confidence with being aggressive and potentially full-blown evil. I wanted to balance between Hexes and Spells that would be useful to make potions out of as well as having spells that also align with what a Night Hag would have (Sleep stuff, nightmare stuff, corruption stuff) and maybe some water-esq spells, but it will have to be my starting spells/spells on level up because...
~My frienDM has come up with a cool concept for a Patron/Archetype mix, in the sense that it will give me all my Patron spells at level benchmarks but also some additional things I can do that aren't spells (additional class features I guess). It's not ENTIRELY worked out or explained to me just yet, but the general idea is temporary body augmentation and expanded potion creation/gaining effects when eating various monster parts...essentially Cook People, but considerably more fleshed out. These are my Patron spells (but not the exact order the spells are in via Patron Level Benchmarks), but what I was given for my Patron spells are the following: Cheetah's Sprint, Hallucinogenic Smoke, Ice Body, Shadow Body, Frightful Aspect, Eruptive Postules, Hellmouth Lash, and Bone Fists. Full casters aren't really known for melee combat, but the idea is to have some options based on body-morph that could work in conjunction with stat-ups and possible stat changes as I become more Hag-like.
~I rolled like absolute s#$@: 17, 16, 11, 11, 11, 11 is what I rolled. I plugged the 17 in Int and the 16 in Dex, but via Changling rules I have a negative Con, so I've read some guides and know about Mithral Bucklers and Silken Ceremonial Armor, but I would like any help I can get to boost my AC a bit more. It was the original reason I grabbed a turtle familiar but now I'm attached to the idea based on the theme now of the turtle being her emotional support familiar. Speaking of the familiar, there might be things that happen to him as well, but I don't plan on him being a combat familiar so should I grab a Familiar Satchel?
~As for extra stuff, all characters in our campaign get to have extra/custom stuff based on our race. For me, I get both the Potion Lung and Accursed Blood feats for free and two Changeling Racial traits (Night Hag Disease saving throws bonus and Merfolk water breathing and swim speed) as well as the Ocean's Daughter trait that gives +1 to Swim checks and auto-succeed on Swim checks to avoid taking nonlethal damage. Additionally, we get an extra starting feat, and we get to pick two traits, so I have three feats and two traits of my choice to pick that I'm not sure what to grab outside of I saw something about a feat that gets me extra Hexes?
~If it matters for party synergy, my party consistent of an Undead Ghoul Fighter, a Human Witch Hunter (yeah, that ought to be fun!) with a spear that can absorb fire to deal more damage, an Aasimar Warpriestess with a magic ice shield, and a Human who is some sort of martial class that I don't know at this time. Originally their was a Dhampir Rogue who sacrificed his Sneak Attack for more skill ranks, but he is temporarily being replaced with the Ghoul Fighter for plot reasons.
I haven't done NO research at all, but the last time I went by Reddit and my research alone I ended up not liking what I was playing...so I decided to run this by what I like to call 'The Paizo Council of Elders' to help me in the right direction to get the experience that I'm looking for. I may not be able to do all of it, but getting as close as I can will be fine.
So I'm making my first Witch in PF1e and I'm re-reading over what my familiar gives me, but my most recent character is a Slayer who has an animal companion.
One of the things I've learned is that classes that get animal companions tend to have the animal 'upgrade' at a certain level where their stat block gets updates, and the companion gets feats and skills and levels up similar to like a slightly-lesser character.
I know that a familiar gives my Witch a bonus based on the familiar itself as well as spells, but I'm really confused on the differences between the two at character creation as well as at level up. Will the familiar's stat block go up at certain levels?
Basically, what differences so I have to account for at character creation, and how do they function differently from one another both in session and out of session with progression? I tried looking it up via other websites and I didn't quite find what I was looking for.
So we all have things we think are really neat from various media, and one of mine that I feel I never get to explore enough is the Blue Mage. I have a link to the wiki right here but in summary for those who might not know how a Blue Mage works, the cliff notes version is that they learn spells/active skills from enemy encounters and have the ability use them in future encounters much like how a Wizard can learn and add spells to their spellbook, but the requirements vary from having to see the spell/ability or having said spell/ability be used upon them successfully to using a consumable drop from specific enemies to outright eating the enemy when they are weakened, and sometimes it isn't guaranteed that you will learn anything.
I asked Reddit about this a while back and while I appreciate their input, the last time I applied what they told me I came back here to find out I essentially wasted a feat slot and attempt to play the class I desired ineffectively...so I'm here to get the opinions of the folks here.
Generally speaking, I'm looking for a more tribal character with a connection to nature and mysticism being why they can perform such feats. I originally thought Shifter would do this well since some of the partial forms give unique abilities, but I have since learned that Shifter is a martial class and that even Paizo admitted they kinda screwed up with it as a class, so I'm thinking some form of Druid or a Barbarian that can utilize magic would be a better place to start.
I appreciate all help in advance.
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Maybe it's just me, but after playing a bit of the Magus and really looking into it and all it's options
- It is built strictly as a Dex-based Martial that has half-casting, to the point where the core mechanics of Spell Combat or Spellstrike don't work with 2-handed weapons without DM homebrew, forcing you to play a specific way with 1-handed light weapons. This seems like a massive oversight fundamentally that those who made this class couldn't see past the single vision they had of a stereotypical spellblade.
- Trying to do this without homebrew means taking the Arcane Marauder archetype, which allows you to Spellstrike with a 2-handed weapon. You also get medium armor prof at 1st level, Power Attack feat at 1st lvl, and if you use Power Attack w/ Spellstrike you get half the bonus damage of Power Attack added to your caster level in regards to overcoming enemy spell resistance. The tradeoff? You lose the class feature of Spell Combat ENTIRELY and cast one less spell of each level per day than a normal Magus...really doesn't seem worth it to me. There are other archetypes that let you try using ranged weapons, thrown weapons, and even working in a shield...but they often sacrifice too much of the core of the class to seem worth it, which means that they somehow STILL couldn't get past this very limited scope of the class.
- Despite being a casting class, the casting stat (Int) isn't as important to have super high as it is to have a high Dex as you can't get medium armor until 7th lvl and heavy until 13th and you will be on the front lines. I've heard you just aren't rewarded as much as other half-casters or full casters for having a high casting stat, which doesn't make sense as you should be equally rewarded.
- Without taking at least two feats or specific weapons, the Dex-based half-caster class can't use their Dex mod for their attacks or for damage, which requires you to either wait until later levels to get online or to also have a high Str Mod. Since every character should have a decent Con Mod and the Magus will eventually get hit by being on the front lines, this makes the Magus very MAD.
- Casting in melee threat range requires you to Cast Defensively or to risk an AoO and having to roll concentration anyway. Defensive Casting DC is 15 + Double Spell lvl, which means even just a normal 1st level spell needs you to beat a 17 DC. The math was done by someone else, and the odds of you beating that when you only add your caster level and Int mod to the roll are very low for the beginning levels...unless you grab Combat Casting as your 1st lvl feat, but the issue now is you have to waste a feat just to resolve an early game issue that doesn't exist later on in levels.
Additionally, if a Magus is using Spell Combat and Spellstrike frequently, this means having to roll a max of three times per round of combat (once for Concentration, and twice for attack rolls) which just increases the odds of failure at lower levels where the bonuses you have to each roll are too low to make enough of a difference.
- You get a default -2 to all attack rolls (spell or otherwise) made when using Spell Combat, which at early levels could easily cancel out your BAB when you have to split your stats in such a way, and this forces you to cast spells that give constant buffs to your attack rolls...but you also need to cast spells to help your AC...but then with so few spells to cast per day when are you supposed to use your offensive spells in general, let alone with Spellstrike that goes against a higher AC than normal while still taking negatives from Spell Combat. This means that you actually DO want a higher Int to have more spells per day than you usually get to make up for this.
Also, to try and mitigate the Concentration issue, Spell Combat allows you to take further negatives on your attack rolls (up to your Int mod) to increase your chances of successfully Casting Defensively...but that means you will likely miss your melee attacks, which defeats the purpose of Spellstrike and the class itself. Thus this is more proof that you need a high Int mod so as to not need to take more negatives to your melee roles in addition to having more Arcane Pool points and spell options...so the Magus really does want you to have at least a 16 in Str, Dex, and Int to function properly when not factoring in feats...which you shouldn't HAVE to grab certain feats just to make the class bearable to play.
- Arcane Pool at base feels mostly like a bandaid solution to the negatives you get from Spell Combat rather than making an actual solution, with the really good part of it not factoring in until 5th lvl, and even then you have to sacrifice portions of your enhancement bonus to get the extra properties...and we all know you should be grabbing Keen as often as possible anyway.
- All the other class features feel as though they are offering more options to make up for how much things suck for the class early on instead of the class already being strong and really making the class crazy cool. Magus Arcana have cool additional options, but so many of the choices are more bandaid fixes for the negatives the class has; All forms of Spell Recall, Knowledge Pool, and Greater Spell Access are there to semi-address how few spells you get a day and your very limited spell list; the upgrades to Spell Combat simply address the negatives the class got early on while trying to keep up with the fact that a 6th lvl spell has a Defensive Cast DC of 27; The Capstone gives the option of finally removing the need for Concentration checks when Casting Defensively and getting a mere +2 to spell DC to resist effects, a +2 to overcome spell resistance, OR a +2 to all attack rolls made to the same target in that round...but ONLY if your spells actually targets the same creature you are melee attacking...or you just get a flat +2 for a max of +7 when you pop an Arcane Pool.
So you have to struggle with these stupid checks until literally max level (when most campaigns don't go this far), and the most unique class features not tied to fixing the mistakes of the class are bonus feats, half your level being considered as a Fighter for feats, and getting AoO on casters who Cast Defensively within your threat range...and the latter two don't come into play until 10th lvl and 16th lvl respectively. Not gonna lie, kind of a letdown.
- Because of how the class is designed with forcing you to be in a Dex role with Spell Combat and heavy negatives for casting with Spell Combat, the only real way to play the magus optimally is to constantly weave in your 5-foot-step to have you in and out of threat range. Additionally, Spellstrike is almost a hindrance as you still are behind the damage output of other martial classes even though you get both weapon and spell damage, so it is better for you to combine the above strategy of weaving in and out of combat and casting spells that do not work with Spellstrike and work with the Touch AC when it comes to attacking spells.
If you are forcing yourself to focus on Spellstrike, that means you have to build around crit fishing so that you can catch up or exceed other martial in damage due to spell damage being able to crit via Spellstrike...in a system that has you roll again to confirm your crits instead of just rewarding the good roll...with a class that, while giving you potentially multiple melee attacks a round, gives you negatives to those attacks when you are already trading Touch AC for full AC, makes you roll just to cast your spells near your opponent and put them into your weapon before even trying to attack them, and forcing you to waste your spell charge if you miss all your attacks and declared Spell Combat to try and max your damage output. So, for as much as the defining class features CAN work together, it feels like you are better off only aiming for one or the other which doesn't make a whole lot of sense for a class's features to be at odds with one another.
It just really feels like they figured out the class after taking a second go on it in PF2e, which still feels like it has a ton of customization options, possibly more than it actually had prior. I also understand that more levels into the class ends up taking care of a number of issues the class has, but a class should feel more self-complimenting and playable in early levels and just get better later on rather than being behind/in a hole early on and having to play catch up.
Am I just an inexperienced doofus here, or do some of the more experienced Pathfinders agree with some of these points?
So we are fighting some sort of Dark Fey abomination, and first time since we started this campaign, over three major combats, I finally hit an attack with my Magus. Suddenly, all hell breaks loose because apparently, no one understands how that s%~& works, apparently not even me.
So base understanding here, my GM ruled it so I could wield a two-handed weapon and still use Spell Combat, the idea being that I tempt lift on hand off my weapon if needed to cast a spell and then fix my grip. It wasn't until later that we realized this would mean I get time and a half for my STR mod for dmg, it was just to have the theme of me being a big cobalt Aphorite woman who was raised a blacksmith by her father and fights with both an Earthbreaker and a Lucerne Hammer at ranged. Thus, Spell Combat works normally for me despite wielding a two-handed weapon.
I started combat by Spell Combat casting Blade Tutor's Spirit and then swinging and basically auto-hitting a poor child amalgamation and ending it's suffering. On my next turn, since the evil fey is within 10ft after a transformation, I cast Burning Hands and Spellstrike it to swing twice, and as per usual, I missed both even with a +5 to hit and having both BTS and my Arcane Pool buffs up to negate the -2 due to Spell Combat.
Finally, on my next turn, for the FIRST TIME in the campaign I land an attack with my weapon charged with a spell. I did Spell Combat again as the enemy was still in range, I hit him, and did 12 dmg via my Lucerne Hammer and 6 dmg via Burning Hands being charged in the weapon, which is now gone upon contact.
I then was going to cast Burning Hands again via Spell Combat since I get to choose whether or not I cast first or attack first, with the idea being that as my last Lvl 1 spell I can maybe hit the bastard again and maybe end the fight, so I announce I'm casting Burning Hand and using Spellstrike so that I can attack with my Lucerne Hammer again...and apparently, that seems incorrect and imbalanced by my DM.
So, I'm coming to the experts who understand Pathfinder better than our whole: Can you combine Spell Combat and Spellstrike each turn, provided you can take a Full Round Action and can cast a Touch Attack spell, to always make two attacks with your weapon that can theoretically both land to deal both weapon and spell damage in a turn you miss your Spellstrike attacks?? Also, how in any way is this more than two attacks, since I'm sacrificing my Touch Attack for a Melee Attack?
Okay, so I've played very little Pathfinder until recently, and my experiences were briefly a Rogue and slightly less briefly a gnome alchemist all about throwing them bombs.
However, now I have some friends obsessed with the opportunity to run 1st Edition, and I now have Slayer with an owl animal companion and a Magus that the GM allows me to wield 2H weapons and utilize Spell Combat/Spellstrike without any crazy penalty, and while the Slayer has been AMAZING in combat with everything I can do between me and my birb (flanking, feinting, in the future having lots of teamwork feats setup)...I'm more in love with my Magus character but struggling to understand efficiency.
So I read the long post here that explained Spellstrike and keeping the charge in your weapon if you miss but loses the free melee attack since you only get the touch attack upon casting and that is converted into a melee attack. My issue is understanding buffing spells with duration and losing the touch spell on my weapon.
So my understanding is that if I use a touch spell and utilize Spellstrike with it (Shocking Grasp for instance), and I miss my attacks, on my next turn if a cast another spell before I attack...the 'charge' of Shocking Grasp on my weapon goes *poof* into the aether.
However, Magus has spells like True Strike and Blade Tutor's Spirit that allow you to assist in hitting your attacks since it's a caster/melee hybrid class, but I was given the impression that if I cast one spell and then another on my next turn, I am no longer concentrating on that previous spell and therefore lose it's effects...but that doesn't make sense to me when True Strike gives me +20 to my next hit as long as I strike before the end of the next round and BTS reduces my attack penalties from feats and certain actions for a minute per caster level.
Did I just misunderstand something here? Do you always lose a previous spell when you cast a new one? Is it just if you cast a spell after 'charging' your weapon with a touch attack spell and not landing the attack to 'discharge' it before casting? Is the right method when starting a fight to typically utilize Spell Combat to buff my attacks with a spell, then strike, and on my next turn potentially utilize Spellstrike?
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Been a long time since my Mighty Godling question, glad to see awesome folks around here are still helping each other out. I tried to get some help on this build on Reddit but the fish aren't really biting. In case I forget something because I'm tired, I will link that post here.
So I will do my best to make this short and sweet:
We are starting at 5th lvl.
We have been given some equipment choices for free and 750gp to spend from.
We get to have one magic item as long as it isn't super OP or comes from the magic that is considered evil or dark magic.
After multiple failed inspiration attempts, I'm going with Slayer and my archetype is Warhound which gives me an animal companion.
My goal with that character is to have combat be about Bluffing for feints and mixing my attacks between throwing weapons and melee attacks, eventually being able to chuck a weapon at someone at the start of combat and in my same turn run after that weapon and melee attack, weaving in my Owl companion into the mix as needed.
I'm wanting to take Slayer Talents that focus on making me crit more often and crit harder once I have what I need to be able to weave together thrown weapons and melee.
I already have the character mostly built in terms of race and class as well as lore/backstory: Kichōna is a Kitsune who exclusively stays in her human form under the name of Reibecca due to societal pressure. As a Kitsune, I get +2 to Dex and Cha, and -2 to STR. With my stats being 16, 16, 15, 13, 11 and 9, that gives me 7 STR, 18 Dex, 13 Con, 16 Int, 11 Wis and an 18 in Cha with my 4th lvl ABI.
I did a lot of exchanging on the Kitsune Racial bonuses: I exchanged my natural bite attack, Agile and Kitsune Magic for Weapon Finesse as a bonus feat, Prankster to get +1 to Bluff and SoH and now have SoH as a class skill, and Versatility from Earthkin variant which gives me +1 HP and Skill Rank per level up.
However, getting an animal companion as a Slayer forced me to lose out on two Class Features later and to get my Studied Feature at 2nd lvl and miss out on my first Slayer Talent. To counteract this, my GM is letting me take four traits when other get three as well as letting me trade Knowledge Dungeoneering for Handle Animal since the Warhound doesn't give the class skill. He is additionally allowing me to take Weapon Finesse Mythic over having to grab individual feats per weapon to add my Dex to dmg.
It is from here that I'm a bit lost: I already have Finesse and Finesse Mythic, but I still have a feat to pick for 3rd and 5th lvl and I have a Slayer Talent to grab for 4th lvl, and if we make it to next lvl I will have another two Slayer Talents thanks to my FCB. There are many paths to go, and originally I was thinking I would use my Slayer Talent to grab the Thrown Weapon Ranger Combat Style and then start taking feats from that, but then I found that you can get Combat Trick from Slayer Talents and that was when my brain started to melt. When you add in what the few reddit comments told me about some sort of Starknife deity and a whole chain of thrown weapon Fighter feats, I decided I needed to call in the experts.
Thus, based on me being a Slayer that combines the Studied Target with Bluffing consistently to Feint, wanting to weave together throwing weapons and melee attacks as well as my companion while getting easier and harder-hitting crits...I ask the veterans of PF1E to help me organize my feat selections, Slayer Talent pathway, what Traits work best for this as well as what weapons would work the best, including anything I could get for my owl. All I can say past that is I think the Kikko Armor works very well, the Buckler seems like the best shield choice to work into everything, and one of my traits is dedicated to Clever Mount so that my owl gets more tricks.
Thank you all in advance, I really appreciate it.
So, I'm building a Mighty Godling character, and my idea was that he would fight unarmed a la DBZ and just go ham on peepz. I also want him to have lightning abilities if it's possible. Not so much spells as much as abilities that effect only my person.
Things that are set in stone:
I'm Half-Human, Half-Celestial.
I want to be a Mighty Godling.
Numbers for my ABS: 20, 18, 18, 17, 17, 16
Ideas:
Gestalting Mighty Godling with Monk.
Would like to have lightning capabilities.
I want to grapple and punch the crap out of people.
Any help would be appreciated.
Alright, I am pretty sure I know how multiclassing works, but if someone feels like going into detail on that, I have no problem with that.
My DM is doing the equivalent of an Epic Campaign, one where he plans on shaping our characters into the lore and eventually hitting lvl 20 and whatever comes after that.
He said he would allow Gestalting. I read a little bit about it: you get the high BAB, Saves, HD, all that good jazz. Also, from what I was told, both classes level at the same time whenever you level (IE: When a gestalted Monk/Sorcerer goes from lvl 1 > lvl 2, he is now considered a Lvl 2 Monk and a lvl 2 sorcerer).
I was also told you take the positives and negatives of both classes, but I honestly find gestalting to only be helpful at this point.
Now, here is my questions: My DM approved my character to be Half-Celestial, Half-Human (with some minor nerfs, of course). I then showed him the Godling 3rd Party Class, and he approved of me using that as well.
The Godling class allows you to pick either Adept (balanced), Clever (more rogue or bard), Eldritch (more sorcerer or wizard), or Mighty (more barbarian, fighter or paladin). It also allows you to multiclass with other versions of Godling, with the limit that you cannot multiclass with a certain one (IE: Clever cannot multiclass with Mighty).
I'm making a Mighty Godling. Is there anything in the rules that prevents me from multiclassing with Adept Godling, and also Gestalting with Martial Artist or Monk?
In honor of a friend, in a home-brew I'm playing in, I have a Kitsune Swashbuckler. I have trained him one lvl in rouge, and we just hit Lvl 3. The idea for this character is to have him wield two two-handed weapons in combat, with the least amount of negatives.
I was planning to take a total of two lvls in Barbarian w/ Titan Mauler Archtype. This would be the first lvl, giving the character Rage and Big Game Hunter. Lvl 1 Swashbuckler gives Weapon Finesse.
The question is what feat I should pick due to hitting lvl 3? Also, if someone has input on what Rage Power to pick at lvl 4, I'd be grateful for that as well.
In honor of a friend, in a home-brew I'm playing in, I have a Kitsune Swashbuckler. I have trained him one lvl in rouge, and we just hit Lvl 3. The idea for this character is to have him wield two two-handed weapons in combat, with the least amount of negatives.
I was planning to take a total of two lvls in Barbarian w/ Titan Mauler Archtype. This would be the first lvl, giving the character Rage and Big Game Hunter. Lvl 1 Swashbuckler gives Weapon Finesse.
The question is what feat I should pick due to hitting lvl 3? Also, if someone has input on what Rage Power to pick at lvl 4, I'd be grateful for that as well.
So, I had a few questions related to the subject:
1. What does Wealth mean, referring to the Character Advancement Table (I'm currently sitting at 3K, will hit 6K)?
2. I'm not sure I know all that happens when you level up. I know you get more HP (although I'm not sure how it works), skill points (not sure how that works either, :P), additional feats or bumps to an ability score when you hit those milestones, and either an additional HP or SP for your favored class bonus (or whatever your race may provide). I also know that, as long as you gain a level in that specific class, gain stuff like a higher BAB, Saves, etc. If there is anything I missed or got wrong, please let me know. In general, I know more about the class-related things than the 'every character gets this' stuff.
3. Since this is specifically my Alchemist hitting Lvl4, I know I get an AS bump and a Discovery, among a BAB, Fort, and Ref increase and more Extracts. The AS goes straight to Int, but I'm not sure which Discovery or Extracts to pick. For the Discovery, I was originally going to pick Infusion, but since my Archetype is Chirurgeon, I have Infused Curative as a bonus feat (all my cure extracts are treated as if I had Infusion). Since that seemed to be the only real reason to get Infusion, and I can't get the Breath Weapon until Lvl6 I now have no idea what I want for a Discovery: I'm stuck between different bomb types and better positioning (having the bombs burst in a line, cone, larger splash area, work underwater). As for Extracts, I know I'll get Fox's Cunning, Cat's Grace, and Cure Moderate. Not sure on my other two 2nd Level, or my additional 1st Level. Any advice would be appreciated.
4. In the same spirit as some of my dumb friends saying 'There's no life after 30', I've been told that there is nothing after Lvl12 when it comes to PFS. How true is this statement?
I'm just here to make sure I don't jip either myself or any GM, since I'm fairly new to PFS. I'm going to list what I think the numbers come out to, so please feel free to correct me.
When throwing a splash weapon, if I'm correct, your To Hit is: BAB + Dex Mod + Size Mod + Any Range Penalties. For me this comes out to 2+2+1=5, with an extra +1 from Throw Anything, a possible +1 from Point-Blank Shot, and I don't suffer from shooting into combat due to Precise Shot. This ends up often being a +7 To Hit with a splash weapon.
Now for Damage, specifically with Bombs, specificall on direct hit. At Lvl 3, Alchemist bombs deal 2d6 damage. Alchemists add their Int mod to their damage, and I was informed that bombs are considered light throwing weapons, which meant I also add my Dex mod. This comes out to +5, and due to my Pyromaniac trait (and the fact that I can only make fire bombs right now) I add another +1, with another possible +1 from Point-Blank. This often means I add +7 to most bomb attacks upon direct hit.
Now, this is the part I get confused on: splash damage. I was informed that splash damage is equal to the minimum amount of damage the thrown item could deal. I'm not sure how this works though, since Alchemists add their Int mod to their splash dmg as well, and no one informed me on whether I add the possible +6/+7 from everything else. Do I add the original Int/Dex mods, Pyro, and PBS? Do I not add them? Do I only add some of them? Adding it all makes the min dmg 11, which seems pretty steep considering I could hit upto 8 enemies with it. Or maybe it isn't, seeing as the can all make a DC14 Reflex save to take half the damage.
Also, do I not add my Pyro bonus to Alchemist Fire?
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