Belkzen War Alchemist

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Hello, esteemed Paizoites.

A few months ago I fielded a tedious series of questions about general player paranoia, but at the moment the original catalyst for my worries--a Curse of the Crimson Throne game--is finally inching toward reality.

Without spoiling anything campaign-sensitive for a player, how might a shaman be built to fit into the mechanics and theme a CotCT game? Party makeup is unknown at this time, except for the possibility that one other player may either make a kineticist, or a Small mounted character.

The only thing that is definite about my character so far is that they are a conditionally-exiled Shoanti and former apprentice to one of the tribes' mystics. (Essentially, they repeatedly voiced the highly unpopular opinion that they should foster more peaceful contact with the southerners in Varisia for their mutual benefit, and eventually someone significant enough within the tribe got annoyed enough to have them exiled, to return only on the condition that they forge exactly that sort of bond of alliance/goodwill on the tribe's behalf with someplace like Korvosa. Of course it was intended to be an impossible condition to fulfill, but the shaman hasn't given up yet.)

We are building characters at 2nd level using a modified 20 Point Buy, with no negative modifiers before racial adjustments and a free +2 to any ability score not already benefiting from a racial bonus.

At the moment my shaman's stats look like:

11 Str
16 (14+2) Dex
14 Con
10 Int
17 (15+2) Wis
12 Cha

Traits: Shoanti Steed (Racial), Outcast's Intuition (Magic)
Feats: Scribe Scroll, [Undecided]

Obviously those stats preclude being a frontline fighter, and I was always intending to go a casting route. But beyond that, I don't know what to do.

Standard buffing/debuffing in combat is probably simple to build for, but outside of combat I don't know what this fish out of water would be good for, other than grabbing some Int skills which can be keyed off of Wisdom with a Hex.
Is there a diplomancer shaman build hiding somewhere out there which I haven't found yet?

Item crafting will also be allowed in the game and I could take advantage of Scribe Scroll and the Fetish Hex to start making Wondrous Items early, but it'd be my first time making or budgeting to make magic items, and I don't know how often the Adventure Path's pace allows for one to sit down and work for a few days.

Finally, I've looked over the Slums spirit a few times, and while I love the theme, I don't think my Shoanti could plausibly possess it as anything less than a Wandering Spirit, since they'd only have just arrived in the city at the beginning of the game.

Any other ideas I haven't laid a wet blanket over would be greatly appreciated.


Hello, all. Apologies if I missed a recent and similar thread.

I've been tinkering with a character idea (this one is a Speaker for the Past and/or Ancestors shaman, but I'm usually building at least one or two characters as a mild compulsion most days) for a possible Adventure Path game.

It occurred to me while building this character that I assume that certain bad things are going to inevitably happen in the game that are completely unavoidable, and I often get snagged in character creation wasting resources and trying to prep for them. It gets kind of unfun after a while. I was wondering if these are realistic fears in general, or if it would take a special kind of sadistic DM to do most of them. I've never actually faced a DM who was less than fair and friendly, but these thoughts still gnaw at me in Pathfinder.

Also note that these are all early game (levels 1-4) fears for me. I've never seen a higher level than that.

Fears such as:

Having a pack animal which is not an animal companion: I expect that a mundane light horse or a mule with no bonus hit dice or other abilities which is used to carry equipment and/or treasure is going to be eaten by wolves or killed in a landslide at the first, most inconvenient opportunity possible, as will the mounts of any party members.

Having a familiar: For pretty much the same reasons as having pack animals/mounts, except predators and the elements get replaced by lucky arrows or a ray spell.

Trying to anticipate useful utility spells for the day: Any seemingly good or versatile choice can and will become an emphatically bad waste.

Wearing anything heavier than light armor or not keeping a very light load: Like being stuck with 20 or less movement speed or worse than -2 ACP is a signed death warrant, even in a party that already contains dwarves or other slower types.

Dumping any stat at all: As if the world can smell a sub-10 ability score on me and will assuredly find a way to punish it severely in some way, regardless of party composition and specializations.

Not having at least 1 rank in every single class skill, and several outside skills: In a similar vein as the above, fearing my fighter will have to act as the party academic, or that the wizard will have to complete an entire obstacle course while silenced.

Leaving home without a sawback dagger and a bar of soap: What am I, some kind of savage?

I guess the actual advice portion of this is to ask if these are reasonable fears or not (maybe using the whole of PFS organized play as a standard for comparison?), and to ask if there are any tricks to overcome these difficulties before WBL catches up and allows one all of the magic utility items they need.

Cheers and much obliged, I know this is kind of rambling and subjective.


Sorry for the weak attempt at a veiled vampire movie pun; my question is entirely unrelated.

I recently toyed around with the demo to the game From Dust by Ubisoft (and then failed to be able to play the Google app of it on my computer, unfortunately). For those of you unfamiliar with it, it is a 'god game' in which you are the essence of a deity caring for your human followers. I am told that it is a bit like Black & White by Lionhead.

More to-the-point, I am trying to build a character that thematically matches one of the villagers in the game. They are a tribe of masked islanders that are able to control the elements of their environment to a limited extent through their magic music. The game took a lot of influences from Aboriginal Australian cultures and mythology like the Dreamtime, and I believe I've taken an interest as well.

http://www.xboxwallpapers.net/1280x800/from-dust-02.jpg is a good visual for the entire concept.

Human bard with a combat didgeridoo was what jumped out at me immediately, but their attachment to nature and the elements also brings to mind oracle or some kind of druid-lite.

So is there a musical oracle archetype I've missed, or a more casting-focused bard variant? Or perhaps a prestige class that combines the above-mentioned classes like the Fochlucan Lyrist of old?

I'll take any and all ideas.


Hello, all. Painfully obvious first-time user here on the website. I did a bit of searching and did not find an existing thread similar to what I was contemplating, so hopefully this is the correct message board section.

Basically, I have a character concept swirling around in my head based off of the iconic image of an archaic military captain wielding a firearm in one hand and a saber in the other while his men would use typical rifles.

I get the idea it would be audacious to ask for an entire build from you folks, so I will simply ask about such a thing even being possible or not. I'm not of course expecting power on top of my flavor.

Would it just be a matter of discussing TWF specifics with the DM and picking up one or two feats, or would it require some very specific combinations of feats and levels in fighter and gunslinger or even cavalier?

Thanks in advance.