to me it is important to build a character that is capable of doing the things you want to do.. Optimisation is your tool to make sure your able to do things.. a sub optimal character is not about roleplaying its about not being able to succeed... at anything. Choose what your goal in the game is.. then build your character to do that.
Jaunt wrote: Sounds like a Vivisectionist to me. Self buff extracts, check. High skills per level, check. Ability to rack up large hit point total, check. I agree if it is a legal option vivisectionist is the perfect solution. Also take to campaign trait to give you trap finding. If you want to tank scout and have spells nothing else matches an alchemist
Wow seriously. Your options as a fighter or martial class are nearly endless. Options of the top of my head Charge, grapple, trip, flank, aid another, spring attack, whirlwind attack, Fun ones Repositioning, viscous stomp/greater trip. (Saw a multi class whip master do all of that and more once dominate the field by selecting what to reposition into a flank then trip them while we all slack of opportunity/ stomped them to death )
As a sorcerer with a dex i would look at point blank shot and precise shot.. otherwise your ranged touch attack are going to miss when shooting into combat. remember -4 for in combat -8 if your friend is in the way... as a red dragon you will be fire based but not able to swap your spells to fire.. so consider Crossblooded archetype with Fire Elemental Bloodline
0th level.
Detect Magic: Cant find no magic items without it... or work out what they are (if there is another arcanist then this wont matter. Read Magic: cant Decipher scrolls without it... Dancing lights: your human so you need light.. 1st
Use your Favored class bonus as a bonus Spell known "Alwayse" As A sorcerer this is a must.
I like these ideas but think that having multiple persona's as an option to would be good imagine being able to swap between Avenger and Warlock. or from zealot to warlock. your talents should also change and you should get talents while you are in social persona too.. (each time you gain a talent you gain on for each of your persona's)
I am tempted to put my had up here as a person who loves the idea of this class but when crunching the numbers I find it lack lustre.. the concept is awesome but once you have class builds it feels a bit under done. here is where i think it should go rather than having one Specialization you should have "multiple".. i.e By day he is a social person by night he chooses between either the Avenger or the Warlock each being a different persona (with an optionally differing alignment) this would allow for a better all around character. also your talents should be per "persona" sop at second level you choose three one for your social and one for each vigilante persona. when your in the other Personas you loose you other Talents.
the Social Persona also needs to be a capable character in combat as there are meany situations where you don't have 5 minuets to change and need to be a functioning member of the party.
yes. Bomb: (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier. Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.
Looking at your Group You lack a Healer. I alwayse insist on a balanced party in a home game that means a Fighter(Ac or HP Soak with full BaB)
So i can see in your group you have Paladin = Fighter/Tank
So reasonable options for a Healer include Cleric, Oracle, Shaman(life), Witch(healing),Alchemist(must have infusion) Lesser Healers
in the read-up of this future book it states Southern Garund is included. here: The Inner Sea region is but a small fraction of the world of Golarion, and it does not stand isolated from the other cultures that call the planet home. Many of these distant lands have influenced the nations of the Inner Sea for millennia through trade, military conflict, and the exchange of lore, faiths, and technological innovation. For the first time, details on the far-away lands of Arcadia, Iblydos, southern Garund, and Vudra are presented for Game Masters and players alike. Explore one city in each of six global regions, and discover the diverse cultures, faiths, and inhabitants that make Golarion unique. Prepare for adventure in the far-flung corners of the world, and set sail for the Pathfinder Campaign Setting's most distant shores! Written by Paizo Staff.
graystone wrote:
Monk Unarmed strikes are never off-Hand.... as per Unarmed Strikes rule.
Komoda wrote:
EDIT - Sorry wrong class rule i realize now But i think I am backing you up. Hypothetically i cant see why these two rules should not work together but no DM will let you I'm sure. Flurry of Blows (Ex)::
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. and it states here (he does not need to use two weapons to use this ability) Unarmed Strike::
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below. so it is not off hand
you should give them the choice of weather to self sacrifice or not as not every player likes to play special snowflake characters some are really hell bent on playing Humans with a class from the core setting. when i have held off the masses to let the party live with several of my Paladins it has alwayse been totally eppic taking on a CR15 demon at level 8 for example.
they have removed the word arcane from the PRD http://paizo.com/pathfinderRPG/prd/feats.html Improved Familiar
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
Having Played through all of Mummy's Mask. I feel that i need to state that there is plenty of downtime. Hope that dose not ruin anything for you. also I advise having your "A Game" on as if you have a good DM most encounters are quite difficult even for a Well balanced party. We had character deaths every session. not sure how a clone master could ruin any AP? Show us your build and ill comment on my opinion
having researched into the shaman a lot there are many directions you could head. Summoning. = Nature Healing = Life Melee = Battle SpellCaster = Lore (but its also really good as a wondering spirit as you get to change the spells every day) Human, half elf and Half Orc all get the favored class bonus to add Cleric spells that are not normally on your spell list.. Halfling, advances you class level for your familiar. if your using the Halflings of golorian book you can get the "Jinx" Trait add in the feat that lets you add you jinx to Evil Eye Hex and Bolster Jinx ...passing on -7 to their saves then casting any Save or suck is a "huge" bonus.. (this is also a great option for a witch) Dwarf, increases your Familiars Natural armor bonus (Halfling is better at lower levels) Elf, Adds to the range of your Hex's
My Two Coppers... you really need to have a full caster. So my Advice is go Shaman with "Life Spirit" For "channel" "Wandering Lore Spirit" (probably as your wandering spirit so you can change your Wizard spells daily) Human, (favoured: class bonus is choose a cleric spell that is not on your spells list and add it to the spell list) Have good Int, Wis And Charisma 3/4 BAB and can wear Armor Wis: Max this for all your casting.+ Attacking with your Weapon through Guided Hand Int: for the level of the wizard spells you are capable of casting. Cha: for the amount of Wizard Spells you have access too Important Hex:
important feats. Guided Hand, Channel Smite
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