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I have a couple posts about the versatility of alchemist as a supporter. They are really great. But unless your GM is very strict about item management, we typically don't worry about it at all. Alchemist already is such a money-hungry class with alchemical weapons, I don't think it's an issue to handwave mutagen/bomb/extracts vials as a base. But always check to make sure it's alright if you think it may be an issue.


I think that based off the feedback given. That I'll stick to, "They might be afraid, but an intimidate check will only give you info from them that wouldnt endanger them in return." In this case, they might give up their leaders name, and maybe the rough number of troops, but not the base locations, patrol routes, etc. Unless tortured further to drag the info from them. Which draws up will saves and bluff/sense motive. Though I do like the gaining additional bits of info per 5 the DC is exceeded, since that both encourages people who build into the skill, and matches most of the other checks that have a matching 5+ over scaling.

I know one of the bigger problems I have is finding a middle ground of RAW and reasonable reality. So I greatly appreciate everyone's replies in how it should be handled!


I am having a small issue in a game I'm running. I'm running Ironfang Invasion(No spoilers given here), and of course, the players have captured a hobgoblin to interrogate for details. I offered torture, as that's the usual method of obtaining information from an unwilling subject, but another player brought up a section in intimidate:

Influence Opponent’s Attitude
You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If successful, the opponent will:
…give you information you desire
…take actions that do not endanger it
…offer other limited assistance
After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.

Fail: If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
Action Using Intimidate to change an opponent’s attitude requires 1 minute of conversation.
Retry? You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed.

Which I feel is a bit of a problem. Cause even LOW-level characters can hit Intimidate DC's of individual monster foes. Like right now, they are level 4, so an On-CR encounter for them including these hobgoblins, still means that they are CR 1 each. and with a not great Wis score, it's DC 12 Intimidate and 1 minute of conversation to make even the most loyal, devout, or "terrified of their own leadership" soldiers crumple and give the PC's all the information they know, with no saving throw or attempt to resist. While torture optional rules include heal checks to deal nonlethal damage or ability damage, and takes an hour, and still allows both a will save to resist, and the ability for them to try to lie about information, attempting bluff checks against the PC's Sense motive.

So I guess I'm asking that is it better to just shorthand interrogations to "I roll intimidate, that's a 15, So he tells me everything", or would it be better to use the more complex rules for torture? In this case, they plan on killing the hobgoblin anyway, no matter if they get info from him or not, if that matters at all. Just worried about setting an easy precedent for "I roll to intimidate the king, It works, so now he tells me how he's been sacrificing orphans for his secret cult!" kind of thing.

Perhaps a decent middle ground would be to allow Intimidate on "weaker" monsters, but more devout, harder-to-break foes would require torture? I don't know. ^^;

In any case, Thank you for your time and assistance!


Chuck Mount wrote:

What about Magus Kensai?

I've never thought about a build like this, but with the Canny Defense and free weapon focus at 1st level, plus the shield spell, you could take this at 1st level then 5 levels of swashbuckler then back to Kensai.
Unless you're specifically looking for other abilities....

I was originally leaning this way because I wanted to try swashbuckler, and didn't want to do the typical scimitar/Slashing grace build. So I was originally looking at how to make that work best, was considering the Dueling Sword and/or dueling dagger and then the glaive came up with Bladed brush(Shelyn-specific feat). Tagging in Devoted muse was because it is the Shelyn-specific Prestige class, and it pairs pretty directly with swashbuckler. I saw some other people reccomending it in "Glaivebuckler" builds, and heard about the Paladin dip for Cha to Saves and Lay on hands and stuff. Also ties into it being a Shelyn build too.

I'll take a look at the Magus though, and see what that gives and stacks with. It should be interesting I hope!


Java Man wrote:
Another pro for the paladin multiclass: bless weapon + improved crit = fun fun fun.

Only issue with that is I'd need 4 levels in Paladin, or with 1 min/lv duration, a wand....


Java Man wrote:
I reeeaaaaly like swashbuckler weapon training at level 5, free improved crit at 5th level is tremendous. After that devoted muse, paladin or even warrior poet samurai.

I somehow missed or forgot that I don't get the crit range bonus until 5th. Yeah, So I'll probably do 5 levels Swashbuckler, then 2 Paladin, then into Devoted Muse. I'll check out the Warrior Poet Samurai though!

I think the Dancer's Grace won't stack with the Devoted Muse's AC bonus, Flourishes are nice though, Though some don't work as well with a Swashbuckler type build, like Vital strike, as I'm more leaning towards full attacks when possible to crit fish for Panache. I already get Weapon finesse from Swashbuckler and Bladed brush... Graceful strike is nice though, though I get the same but better effect from Precise strike deed. And Battle dance could be fun, but I don't think would work in this build at least so far. So I could see you stacking Warrior poet with Paladin or fighter maybe, but not as much with Swashbuckler/Devoted Muse. Thank you for the suggestion though!

I grok do u wrote:
If you plan on going paladin for divine grace, consider a swashbuckler archetype that gives up charmed life like Noble Fencer. They don't stack, so unless you're expecting to have to deal with a fallen paladin, you might as well replace it.

That's a fair point that I didn't think about. I'll look into archetypes, though it seems there's only 3 That modify or replace it...

Azatariel: Swaps some fun abilities, but in the end doesn't help with the Divine grace issue...
Guiding Blade: Replaces the feats and MOST of my deeds for teamwork feats, which hurts too much, but the charmed life replacement is pretty great....
Rondelero Swashbuckler: Is tied to a Falcata and Buckler type build...
Which leaves...
Noble Fencer: Replaces dodge(+cha AC vs 1 attack) for A social skill "Derring-Do", Superior Feint for 1/activation Explode on 5's for the d6's added. And Immunity to disarm, steal, and sunder vs their weapon for Being immune to intimidate. Lastly, Charmed life for Scaling 1-5 Untyped Will bonus vs mind-affecting.

Of those, I think Noble Fencer is the only real choice, and a thematic choice too for a Swashbuckler/Paladin of Shelyn to have social bonuses.


Working on a build for a game, and decided to try a class I haven't tried yet. I wanted to distance myself from the usual power builds of Slashing Grace Scimitar to make my character a bit more unique, and thanks to the DM agreeing on a few points, I think I have a good base nailed down, but I would love to hear additional thoughts on feats, traits, and class ideas.

Right now, the DM has approved using a Fauchard in place of a glaive for Bladed brush, as even the description says they are basically the same weapon. This turns my Glaive: 1d10 19-20x2 crit, into a Fauchard(reflavored to glaive): 1d10 15-20x2 Crit, at the cost of an exotic proficiency to wield it. Which I am extremely greatful for. We are starting at level 5 right now, but After looking around a little, I saw a few ideas I kind of like.

Swashbuckler 1: Deeds, Panache, Swashbuckler's Finesse
Swashbuckler 2: 3/day Charmed life
Swashbuckler 3: Nimble

Feat 1: Weapon Focus: Fauchard
Human Feat: Exotic Prof: Fauchard
Feat 3: Bladed Brush(Glaive can be a 1-handed piercing or slashing weapon, Can remove or re-add the reach property)

At this point is where I'm starting to branch out in other potentials. I could go straight Swashbuckler through to higher levels, Taking Slashing grace for dex to damage(DM approved this) or Look into multiclassing a little. A fun build I found reccomended 2 levels in Paladin for lay on hands, 1/day smite, and +cha to all saves. Then several levels in Devoted Muse. Devoted Muse stacks with Swashbuckler levels (-3) for deeds. But just the first level grants the pretty great +cha to AC.

If I multiclass, I'll probably do Swashbuckler 3, Paladin 2, and Take Muse 1 Immediately, before doubling back to Swashbuckler 4 for the bonus feat, then sticking with Muse until the game ends or that caps out. Though I'd need to swap feats, or delay muse as I need Combat reflexes and Improved Feint. DM was once again kind enough to allow Swashbuckler finesse to carry as a requirement for Devoted Muse, since it's pretty much a swashbuckler prestige. So I think It'll end up being Feat 5: Combat reflexes, and Swashbuckler 4 feat being Improved Feint. So I can take Muse at 7th level, and Slashing Grace at 7th as well.

Thank you all for your time and inputs on this. I know and am greatful for the DM being so flexible for this build to happen as well as it is.


TxSam88 wrote:
go check out Broken Moon Adventure, part of the Carrion Crown Adventure Path.

Are you just referring to the Werewolf Ecology section on pages 70-75? That certainly has helped with expanding werewolf lore in general, but not about magic items, spells, rituals, and the like for them, nor Does it go into Jezelda at all, besides that one of her boons is to grant Natural Lycanthropy. Though I could try to re-read it in depth to see the interactions with those Werewolves and the other characters.


I'm working on a character for a game coming up in the next couple months, DM wants to run Hell's Vengence, so we are doing Evil characters. I've decided to do my werewolf character(corruption rules) that I talked about in a previous Advice question after that game kinda fell through. So I've been having a lot of fun working with Chat GPT to bounce ideas off of for expanding Jezelda's lore/abilities, since it's a bit scarce in the material at the momment. So I was curious if this would be a decent place to post some of that stuff and just see what people's thoughts on it are. I'll do a bit of it below for example. Some of the biggest hardships is balancing Spells/Magic items.

--------------------------------------------------------------------------- --

Starting off, I worked on some tenants for Jezelda's "Cult", like the Paladin tenants of more good dieties, this was to be for clerics, general followers to exemplify, and maybe antipaladins?

1: The Gift of Lycanthropy is Not to Be Hoarded, it is a weapon to be unleashed on the world.
You are chosen to spread lycanthropy and strengthen the pack. Infect the worthy, induct them into the fold, and eliminate those who resist.
2: Worship Through Predation
The hunt is sacred, and all who stand against the wild are prey. The terror of your prey as you hunt them is a gift to Jezelda, for bloodshed and fear feed her far more than words of prayer.
3: Honor the Sacred Moon
The moon is your guide; its phases reflect the rise and fall of power. During the full moon, embrace unrelenting violence and dominance. In the new moon’s darkness, plot, prepare, and consolidate your strength, for the next hunt is always on the horizon.

4: Embrace the Beast Within
When under the moon’s light, you are your truest self. Suppress the weaknesses of humanity and embrace your lycanthropic nature. Transformation is your right and duty, a manifestation of your superiority. Never deny the beast within when it calls.
5: Exalt in the Hunt, revel in bloodshed
Show no pity to your prey, whether they are beasts, enemies, or traitors within the pack. The weak exist to serve the strong, either through their labor or their death. Deliver swift judgment, and never allow compassion to dull your claws.
6: Subjugate the False Beasts
Only werewolves deserve to rule under the moon’s light. Werewolves are nature’s apex, and all other shapechangers are false beasts. Whether they are druids, doppelgangers, or other werecreatures, they are unworthy of the moon’s blessing and must be brought to heel or destroyed.

7: Protect the Pack, Strength Through Unity
To ensure the pack’s survival and dominance, protect those who serve Jezelda’s will, for a united pack can topple even the strongest foes. Though the strong lead, the weak show their strength through loyalty. When the pack stands together, its enemies will fall.

I tried to balance the cruel and demonic edge of being a Jezelda worshipper, and also not being ENTIRELY lone wolf. Spread Lycanthropy, Honor Jezelda through hunting/killing, A tenant about being smart about the moon phases, Being true to the curse that forms the religion, a target to prey on, and a key about camaraderie for packs, that still fits the very survival of the fittest evil tilt that Jezelda would have.

--------------------------------------------------------------------------- --

Additionally, Some WIP Magic items, I wanted it to have 2 main effects, so I was thinking of using keywords. "Lycanthropic" and "Blood Sacrifice".

More or less just meaning that the former has a "Generic" effect, like +2 on will saves, that increases on the 3 nights of the full moon, say to +3 or 4, or gains another benefit, like 1/day reroll a failed will save. And lessens in effect, or has a different effect on the three nights of a new moon, Such as dropping to a +1 on will saves.

And the latter has an increased effect if used as part of a full moon sacrifice(TBD if it's any living sacrifice, or has to be a sentient creature, power levels should change accordingly) Such as an amulet of a Werewolf-lord's fang wrapped in a leather cord with moonstone beads, Should give nondetection, but in the day/Days/Week after the sacrifice, can give a +# CL bonus to the nondetection, or grant 1/day Disguise self or a stealth bonus etc. One of my favorite examples so far below:

Crescent Claws of the Moonbog - Gloves
1/day, Summon Spectral claws for 1 minute. They act as natural weapons, Giving
the wearer 2 claw attacks that Deal 1d4 Slashing damage, and count as magic
weapons. If the wearer is in a lycanthropic form, the damage is instead added as
cold damage to their existing claw attacks, or function normally for those without
claw attacks.
Lycanthropic: The Damage is decreased to 1d3 and become nonlethal on a new moon.
The Damage is increased to 1d6 and becomes a force effect on a Full moon.
Blood Sacrifice: They gain a +2 profane bonus to attack rolls and confirm critical
hits on 19-20 for the next week.

I feel like the only problem I IMMEDIATELY see, beyond getting DM approval, is that this is a lot of "Keep track of what day it is and what bonuses I get" Though I still think if it's only on a small handful of gear, it shouldn't be too much tracking. As being a werewolf anyway, I have to track the moon phases.

Thank you all in advance for any feedback you provide, and if you like, I can always post more stuff as I work on it.


Thank you all for your responses! I think I might have a typical problem of "Eyes are bigger than my stomach" And I wanna spend all the time and effort on all these details, when it seems that it might not be that important. I'll start a bit smaller first.


I'm starting to branch out from module play into homebrew things, and I was looking at trying to make some custom gods that weren't overly powerful, and a way to outline players to have an idea of what guidelines there would be if they wanted to make their own as well. Does anyone have any idea about this? I'm hoping I won't have to sit down and manually crunch the numbers myself...

But I was starting to look at the following:
How many domains and subdomains each god has(pretty easy to put together)
Favored weapons
Ease of completion of a deific obedience compared to the power of the bonuses given
Divine Fighting Techniques
Unique spell rules
Strength and type of magic items tied to them
And the Strength of the three branches of Obedience boons.

Which is a lot to go through, and why I'm hoping there's some guidance that I missed on creating them.


Apologies on the delay in my reply! I see a lot of good ideas here. And while I might incorporate some of them, I think I will keep witch for now, getting the ranged touch spells, and focus on using fortune/misfortune and cackle, and ranged touch spells to debilitate enemies. I just gotta find some good options to use, like Bestow Curse, Frostbite, etc. This could also be an interesting thing to deal touch-range buffs while lingering at that 30ft range, even Cure spells or enlarge person could be applied as well.

Deadly dealer will probably apply if I want to save spells, have cast all the spells I need, or have run out or the like.


Name Violation wrote:
Problem is with that BAB, you're never going to hit anything with an attack unless it's a touch attack

So would you think that something like Ranged Feint would be an option over Vital strike? Since vital strike requires it NOT be a touch attack. Maybe some other accuracy buffs too. Belt of dex helps, +# on the cards will help, but it's still gonna be rather low, especially compared to more martial types.

I suppose I could more focus on being a bad touch Witch, and use the deliver touch spells through thrown cards part, and use default card throwing if I can't do anything better or need to save spells. Once I hit harrower, I can do the draw three and modify the spell being cast, throw the card and deal whatever touch spell. And those are ranged touch by default.


As usual, I was inspired to build a character because of a series I watched, which has me wanting to build gambling-styled character who's lost his soul to a demon/devil in a game of cards, and now has to do their bidding. The character is already a cheating type of gambler and not really a good person.

But starting with looking at how to make playing cards a viable weapon, the only thing I really found was the deadly dealer feat, which lets you use playing cards as darts (1d4+strength damage) and Harrow cards as masterwork darts. It requires arcane strike, but allows you to give +1-5 damage as a swift action, and to turn the card damage to lethal damage. In my looking about, I found that basically it boils down to Card caster Magus(plus or minus Staff magus or myrmidarch magus). Though it seems that Card Caster isn't written well and requires a fair amount of GM interpretation to work well, not to mention you still destroy cards when you use them... Which leaves me with the next best option I can find, the Cartomancer Witch, and the Harrower Prestige class. I've outlined the build I'm thinking of below, with relevant magic items, my big concern is feat selection and maybe spells....

Levels 1-5 are Witch(cartomancer) for the following:
Cantrips: As usual, free level 0 spells.
Hexes: Usually standard action activation that mostly debuff foes, but there are a few buffs too. Relevant options for me are Fortune(gives "Advantage" for 1-3 rounds on 1 d20 roll each round.), Misfortune(the same but disadvantage on foes) This gives a good "cheating gambler" feel, and also ties to the inspiration character's power of "Probability Manipulation". Then looking at Cackle(reflavored to evil chuckling, to increase fortune/misfortune durations), and Soothsayer, to pre-buff or debuff allies and foes before it's needed. Though Evil eye is also atrtactive.
Patron Spells and Familiar(replaced by the spell deck from Cartomancer), to gain extra spells, though in this case, it's through a particular harrow deck. If you take the Harrow Chosen trait, you get a buffed special family deck that you can use.

Spell Deck can also deliver touch spells at 3rd level, and gives the spell deck returning, and the cards aren't destroyed.
Tying into that, you also get deadly dealer instead of your usual 2nd level hex, and you gain arcane strike, but ONLY for using deadly dealer.

This means by Level 5 we have 3 feats, up to 3rd level spells, deadly dealer, 2 hexes, and your spell deck for spells/dart weapon etc.

Then we go for Harrower prestige class, which adds a lot of flavor, and buffs some of your spellcasting. It grants you +1 spellcaster level of your base class, so you can still be a level 20 witch spell-wise, you just lose your grand hex and some other free hexes. You also gain some other fun benefits like:
- Blessing of the Harrow(do a harrow reading, gaining a random 1/6 minor buff to all allies in 20ft for 24 hours.)
- Harrow Casting(when casting spells, may draw 3 cards to gain various Tower buffs, all towers apply. Exact alignment matches grant +2, gain towers as you gain levels)
Tower of Intelligence(Harrow cast Int cards give +1 CL and Spell resist pen for each)
Tower of Strength(Harrow Cast a spell that deals damage, +1 dmg per die rolled, per card)
Tower of Charisma(Spell DC +1 per card)
Tower of Consitution(Harrow cast heals 1d6 dmg per card)
Tower of Dexterity(+1 reflex saves until next turn per card)
Tower of Wisdom(+1 effective CL per card)

Spirit Deck(Standard action to make a whirlwind of razor-edged cards of force against a target foe, Draw cards=level, if it matches your alignment exactly, 5 dmg per card, if partial, 3 dmg per card, non match, 1 dmg, and opposites are 0 dmg.)
Divination(SLA 1/day divination)
Read the signs(basically, if I draw from a deck of cards, I can draw 2 cards, keep my pick and shuffle the other back into the deck.

So by level 10 we have Everything at level 5, plus The harrow blessing, Harrow casting and the first 3 of the 6 towers, and the Spirit deck ability.

At level 15, we have the rest of the abilities, and are a Level 15 witch for spellcasting.

This just leaves the last five levels, probably for the rest of witch, to round out our high level casting and more hexes.

Which brings us to how to potentially make this work with feats, or other class suggestions... Harrowed is a mandatory feat for the prestige class, And gives you a bonus vs enchantments, and 1/day draw a card from your deck, and gain a hovering +2 bonus on any one D20 roll that is modified by the associated ability.

Otherwise, it seems like you'd just want to do a ranged build with Point blank shot, Precise shot, Deadly aim etc. Though I've only really seen people recommended Startoss style with vital strike to go with deadly dealer, which should allow you to gain more damage and bounce your attacks a bit. But is there any other good options? Trying to keep the flavor of gambler with some of these fun mechanics, but I also want to make a character that will pull their own weight as well.


I would also say that a D4 is fair over jolt and the like, since fire is one of the most resisted elements in PF.


So, I ended up doing the following, but I did find some other fun stuff to potentially make the trap build fun.

Name: Sniv
Race: Kobold(blue-scaled)
Class: Unchained Rogue(Snare setter racial archetype)

Level: 12
Stats: Dex first, then INT, I have 20 and 18 before magic items.

Race
Kobold: Blue scaled
Small Size: +1 AC/Attack, +4 Stealth, -1 CMB/CMD
Prehensile tail(swapped from +1 nat armor): +2 acrobatics/Climb, and allows you to draw a hidden item as a move instead of standard(also may allow you to hold things if DM allows)
Darkvision 60ft
Light Sensitivity: -1 Perception/Atk in bright light.
+2 Craft (traps), Perception, Profession Miner, Craft (traps) and stealth are class skills.
Favored class bonus: +1/2 to AC bonus of Trap sense

-----Class: Unchained Rogue-----
Trapper: +Ranger Traps, Int instead of Wis, and +Tripwire for free(save vs trip)
Trap Smithing: Modified Trapfinding.
Evasion: As usual.

Deadly Traps: +1-5 d6's to trap damage if the trap deals damage.
Danger Sense: As usual, bonuses vs traps.
Debilitating Injury: As usual, sneak attacks let you pick 1 of 3 debuffs.

Uncanny Dodge:As usual.
Sneak Attack: As usual, but only 1-4 d6's instead of up to 10d6.
Rogues Edge: As usual, in order: Perception, Stealth, Craft, (whatever really at 20th)

Improved Uncanny Dodge: Us usual.

-----THE BUILD-----
TRAITS
-Elaborate Trapper: If you make 5+ over a craft DC to make a trap, +2 DC to disable.
- Smoke Resistant: Allows you to see through nonmagical smoke as if it wasn't there.
- Reactionary: +2 initiative
- Drawback: Power-hungry: -2 on will saves vs charm/compulsions if offered wealth or power
(Avarice is also thematic, but most groups won't like you taking 10% more treasure than them.)

FEATS & TALENTS
F1 Point Blank shot: +1 atk/dmg for ranged attacks in 30ft
T2 Cunning Trigger: Swift action to trigger any trap you made that's in 30ft.(pairs with Trapper's Setup)
F3 Precise shot: No -4 for shooting into melee
T4 Superior sniper(expert sniper feat): -10 on sniping penalties(with Kobold sniper, it's 0 penalty)
F5 Kobold Sniper: -10 on Sniping penalty.

T6 Camouflage: 1/day 1 min to make foliage camouflage, that gives +4 stealth pretty much all day, and with a lenient DM, allows you to repeatedly snipe from camouflaged cover without needing hide in plain sight etc.
F7 Rapid Shot: extra attacks at -2 penalty.
T8 Trap Spotter: Dm makes a check for you when in 10ft of a trap.
F9 Master Sniper: Allows 2 shots when sniping.
T10 Advanced Rogue Talent: See in Darkness: See in darkness as if it was daylight, including supernatural darkness

F11 Extra Rogue Talent: Quick Trapsmith: Set up a trap (CR=1/2 lv) as a full round action.
T12 Advanced Rogue Talent: Double Debilitation: Pick 2 of your 3 debilitation's to apply each sneak attack. I like -AC and -Attack.

-----Equipment-----
Not all-encompassing, but some fun stuff I'm using or looking to use.
- Secure Paypack(or other extradimensional Storage): 2x the cost of handy haversack, but it's handy haversack with a few bonuses, especially good for the greedy to hide their gems and coins.
- Efficient Quiver: As an archer, it's handy, but DM's I know typically let you use the "Same size and shape" text in it to let you store wands, staves, and other useful items as needed.
- Pathfinder Pouch: A MUCH smaller extradimensional storage, but doesn't detect as magic, and allows you to REALLY keep loot/documents/etc hidden.

Otherwise, it's some basic items, the main magic items like Cloak of resistance, Belt of Dex, headband of Int, etc. Though there are some interesting alternate options, like belt of the weasel. Those of fun note are sleeves of many garments, traveler's anytool, robe of infinite twine(for trap making and utility), boots of springing and striding, and a quickrunner's shirt. Really want to lean into the mobility of the character as a stealthy/squishy type scout.

Weapon: I went with a Mithral/Darkwood Greater transformative weapon, as darkwood and Mithral are somewhat comparable in what they do, so transformative uses the appropriate material, Darkwood Quarterstaff/shortbow with a mithral string/augments, or a Mithral Dagger/Shortsword with Darkwood handles/sheath. I also added Sniping, which grants a +5/10/15 to stealth after sniping. Mix in Kobold Sniper/Superiour Sniper, and you get a net Bonus to stealth after sniping instead of a -20.

Armor: There is a LOT of options here, but to start, I went with Darkleaf Cloth leather armor for a +8 max dex. But you may want to consider Just cloth armor if you Dex is higher. I also added several fun enchantments, Shadow Blending gives 40% miss chance if in the dark(50% if shadow enchanted), Shadow enchant for the previous and a +5/10/15 to stealth, Trackless for +5 to stealth and -5 to track you, Comfort so you are treated as hot or cold weather clothes, Restful so you only sleep 2 hours, and as if you slept in a bed. And Glammered, to make the leather armor just look like clothes to seem less conspicuous.

Other items:
Traps in general are VERY meh, the best options that I've seen are caltrops(not a trap, but useful), Ball bearings(Equally not a trap, but useful), and Bear traps, in their default, Offset jaws, and Serrated jaws forms. They are mostly cheap at 2gp, 3gp, and 1800gp. The saves are really high for the price, they are just heavy. You can also use an immovable rod to stake the bear traps down if you feel so inclined and don't have time or don't wanna make noise with pitons and your anytool.

Alternatively, there are some other traps that could be fun. Like: Insidious Bear Trap: 6,300gp but can, on command, Open, snap closed, or reset. And 1/day can be made invisible for up to 5 hours, granting a +40 to the Perception DC and Disable device DC, and can also 1/day be set with an audible or mental alarm, as the alarm spell. It can ALSO be set with a password on setting up, allowing creature that say it to pass through without triggering the trap. If you can modify this with special materials like Adamantine or Cold Iron etc, and/or swap the default bear trap to the sawtooth or offset jaws types, you would be SET with just a couple of these.

Then there's the Trapmaker's sack, which can 1/day make any trap CR 4 or less and magically set it up, though you still need to make the craft check. This includes Pitfalls with green slime, wall scythe traps etc. And the best part is that they just EXIST there now, no more cost to you, and permanently.

There's a Trap stealer's Rod, which is a +4 bonus magic crowbar, and can turn into masterwork lockpicks. If used to disable a trap, and you beat the DC by 5+, then once a day, you can "Steal" that trap for up to 24 hours, placing it somewhere else.

Then there's things like the Stone of Alarm, which is a little expensive at 2,700 gp, but command word fixes itself to something, and those that don't speak the command word and touch it have it screech an alarm head up to 1/4 mile away. This can be useful for critical items you want to keep track of, or a trapped item in your handy haversack etc. Or even more fun, place it onto the pressure plate of your Insidious Bear trap.

----- Feats and Spells-----
--Feats
There are a couple of feats that could work for traps, unfortunately, not all of them are particularly good, but I'll list my favorites I want to take in the future here, and some spells to get a friendly caster to cast for you, or use custom magic item crafting to get 1/day etc command word wondrous items if your DM allows.
- Expansive Trap Ability: Only affects the ranger traps or landmines(no real other mentions of landmines that I can find though....), but lets them trigger in 4 squares instead of 1, though the effect only triggers in 1 5ft square.
- Ability Focus: Arguable if this functions on your traps, but ask your DM. A +1 on DC's should include Save DC's, Perception, and disable device. So only attack roll traps are less affected by this.
- Deadly Trap: Traps you set up can have +1 crit multiplier(usually to 3x), or gain a +4 to confirm crits.
- Trapper's Setup: Traps you manually set off get +2 to trap attacks or the save DC. Stacks with improve Trap spell below. Cunning trigger Rogue talent should also allow you to "manually" trigger the traps while stealthed, as a swift action, up to 30ft away(where you wanna be for ranged sneak attack anyway.)

--Spells
- Improve Trap: Level 2-3 spell that permanently gives a trap(like your bear traps) one of the following, if cast again, it replaces the old bonus with the new one: +5 Perception DC, +5 Disable Device DC, or +2 attack or Save DC.
- Undetectable Trap: Level 2-3 spell for days/lv that Make the trap undetectable by Detect magic/find traps, prevents the auto-check from find traps, and add 1/2 CL to the DC of creatures without trapfinding to perception it. Only downside is the 50gp material component, but if you can make the custom magic item to cast it and bypass this need, or have something like blood money, this could be used MUCH more often.
- Unseen Engineers: Level 2-3 spell that has material cost of the components of a trap, and you summon them to make a mechanical trap for you with a +5 bonus, MUCH faster than it would normally take.

I will not be covering the various trap spells, as these likely aren't affected by your other abilities and you have limited methods of effectively casting them anyway.

And the last fun thing to note, if the potential if you wanted, to build into Fiendish Obedience with "Andirifkhu" The CE Demon lord/Kobold pantheon deity of knives, illusions, and traps. While the obedience is kinda harsh to perform, (torturing creatures every day) You get some FUN abiltiies, from +2d6 sneak attack, to extra bleed damage on slashing damage dealt, to a 1/day empowered blade barrier that you are immune to. But my favorite is taking the Obedience feat to select from other trees, and taking the Sentinel "Killing Machine" ability, that lets you turn yourself into a trap.

-----The end-----

So far, the build is: Camouflage with netting or the camo ability and the like, stealth ahead to scout, rendezvous with the party after marking appropriate things(if you can), build a plan of attack, then stealth ahead to place traps as you are able, and lure enemies into Bear traps/ranger traps/ball bearings/entangling nets etc, and with allies knowing where they are, should be able to enjoy enemies that can't flee(if the traps are staked down), are prone, or otherwise entangled and the like. You stay stealthed while they fight and shoot 1-2 times with sneak attack to apply debilitating attack debuffs as you feel the party needs. And worst case scenario, true sight or high perception foes can still be caught unaware with prehensile tail grabbing a smokestick or other smoke-producing tool to obscure you.

As before, if anyone has any feedback or suggestions, please let me know!


So, I LOVE racial archetypes(when reasonable) so when I was thinking about a rogue to fill a party niche, I gravitated a bit towards kobolds, and their special archetype. Which doesn't LOOK bad in my opinion, just limited use since players often don't use or care about traps. So I'll outline what I'm thinking below, but otherwise, any feedback or suggestions are greatly appreciated!

Name: Sniv
Race: Kobold(blue-scaled)
Class: Unchained Rogue(Snare setter racial archetype)

Starting Level: 10
Starting gold: 62,000 gp
Stats: DM is doing a weird system of: Minimum 3, max 18 before racials, Psuedo point-buy, where 18 points into strength costs 18 points. No typical scaling. Up to 80 points total.

Race
I picked Blue scaled kobold for flavoring and because it matched the archetype. As Snare setter gets ranger traps, but use int mod instead of wisdom for it. And blue scaled kobolds are: "Blue kobolds are orderly and neat, and tend to hatch complex schemes. While they plan brutally effective ambushes and traps, they do not excel at improvisation, and may falter if their plans go awry."

- Small size: For that +1 AC, +1 attack, and +4 stealth, at the cost of melee fighty bonuuses.
- Stats: Greater weakness at -4 strength, -2 con, and +2 dex.... Which REALLY sets them up to be dex-based, or ranged-based combatants. Making archer-type rogue more fitting.
- +1 natural armor

- +2 to craft (traps)(important later), Perception, and Profession (Miner)
- Craft(trapmaking) and Stealth are always class skills
- Darkvision 60ft, but Light Sensativity.(not too bad at just -1 for attacks and perception in daylight/bright light.

-Favored class bonus: +1/2 to AC bonus of Trap sense(replaced, but with a near identical ability, DM should allow this to apply to that)

Class: Unchained Rogue
At level 10 we are looking at....

1st
Proficiencies
Trapper: Learn Ranger Trapsas a bonus feat, using Int mod instead of wisdom, and starting with tripwire.
Trapsmithing: Replaces Trapfinding with the same, but instead of disable device, the bonus goes to craft traps, and you can use craft traps as disable device, for traps.(including magic)
Finesse Training: Dex to attack with finesse weapons, and total 3 weapons as you level to add dex to damage for. Probably would pick dagger, or a shortsword etc, as their emergency melee option for this.

2nd
Evasion: As usual, reflex for 1/2 dmg, on success means no damage.
Rogue talents: Not gonna cover here, but below.

3rd
Deadly Traps: Missing sneak attack damage goes here, as damaging traps(including bear traps, ranger traps, etc, gain +1d6 dmg at 3rd and every 4th lv after that, maxing at 5d6 at 19th.
Danger Sense: +1 on dodge, and reflex vs traps, and perception to avoid being surprised, and increases +1 per 3 levels.

4th
Debilitating Injury: When causing sneak attack damage, you can pick from a number of penalties to apply to the enemy for 1 round. -AC vs your attacks, -attack against you, or -movement speed.
-Uncanny Dodge: Cannot be flat footed, no -dex if fighting something invisible, the usual.

5th
Reduced sneak attack from archetpye: +1d6 at 5th, and 1 more every 4 levels after, maxing at 4d6 at 17th.
Rogues Edge: Skill unlocks every 5 levels. I am thinking of Perception/Stealth, as both rather useful abilties for rogues, characters in general and archers too.

8th
-Improved Uncanny Dodge: Now, can no longer be flanked.(except by higher level rogues)

10th
-Advanced Talents: Gain access to better talents, as before, covered below.

In the future:
Lv 20: Master snare setter, attach a rogue master strike effect to a trap you make, adding a fort save or the effect of the strike ontop of the trap's usual effects/damage. May only have 1 of these at a time.

THE BUILD
Looking at maxing Dex, overcoming most of the penalties to my racial penalties to str and con, and then putting points into int.

FEATS & TALENTS
F1 Point Blank shot: +1 atk/dmg for ranged attacks in 30ft
T2 Cunning Trigger: Swift action to trigger any trap you made that's in 30ft.
F3 Precise shot: No -4 for shooting into melee
T4 Superior sniper(expert sniper feat): -10 on sniping penalties(with kobold sniper, it's 0 penalty)
F5 Rapid Shot

T6 Camoflage: 1/day 1 min to make foilage camoflage, that gives +4 stealth pretty much all day.
F7 Multi Shot
T8 Sniper's Eye: Can sneak attack enemies with partial cover, or partial concealment.
F9 Kobold Sniper
AT10 Unsure

Additional Considerations
I am not MARRIED to being an archer, but it would make sense given the -4 strength and -2 con that kobolds have to deal with. So if there is a better snare setter or kobold-themed rogue that's melee, I'm more than willing to hear it.

I was thinking about Empty Quiver style to be a kinda Switch hitter, With a ranged focus.
Or Kobold style to take advantage of sneak attack if I do regular Unrogue over snare setter....
More talents to consider: Gloom and greater gloom magic to aid sneak attacks/escape/ensuring they don't see your traps, Quick Trapsmith to quickly place traps, making them somewhat more viable....

I have also heard about using smoke resistant racial traitand the equipment trick: smoke sticks for cover, or using Daggermark poisoner to make a poisoned trap with no save that deals 1d2 con dmg for 6 rounds. But I haven't checked to see the wording on it, or if it is viable.

In any case, thank you for your time!


I'm looking at playing my alchemist again after a while of not doing so, so I thought I'd post his build below and ask what people thought. I'll leave notes on each selection for why, and I'll preface any ability with ? to indicate an option I'm unsure about. I am going for a balanced build between flavor and function. I want a character that does what he wants to do well, and isn't 200% optimized for combat damage. Thank you all!

Class: Alchemist (Plague Bringer)
Alchemist as a support crafter, good skill points(8-9/lv at lv 1), inbuilt AoE dmg to deal with swarms and mass mobs and energy damage. Plague bringer for flavor, since as a ratfolk, it's a racial archetype and doesn't change anything I'd really miss.

Race:Ratfolk
Small size, 20ft move speed, Darkvision 60ft, +2 Dex/INT, -2 Str, And plenty of fun racial traits and alternates. I am Taking:
-Cleanliness for rodent empathy(Trade +4 handle animal on rodents, good for riding rat mounts and then rarely in game, for +2 vs diseases and if you succeed a disease save by 5+, treat it as 2 saves.)
-?Cornered fury USUALLY, but swarming is fun too if other party members are ratfolk too. (Cornered fury: +1 melee atk and AC if there's no conscious ally in 30ft. Swarming: You can share your square with another ratfolk with swarming, if you both attack the same creature, you are considered flanking.(way it's worded, you could have 2 archer ratfolk get flanking at 60+ feet out. GREAT for a archer rogue.)
-?Always a hard choice, Tinker or scent.(Tinker: +2 Craft alchemy, Perception & Use Magic Device. Scent: Gain the scent ability, but take a -2 on all sight/sound based perception checks.) Tinker is universally good, especially for my ratfolk alchemist. But Scent leads into some fun flavor(arcane stink ink etc) and also gives scent. Which is useful as a pseudo rogue or if you are forced into a scout kind of role. The downside of course those basically ALWAYS active penalties.

Favored Class bonus:Thought I'd mention, +1/6th of an alchemist discovery. So +3 discoveries by level 18.

Traits:most DM's allow 2 traits, and a drawback for a third, so That's what I'll build here.
-Trait 1: (Magic) Spark of creation: +1 on all crafts and 5% cheaper magic item crafting(+1 on craft alchemy mostly, and the cheaper crafting for potions initially, then Potentially Constructs, wondrous items, and magics arms/armor.)
-Trait 2: (Combat) Firebug: +1 on all attack rolls with splash weapons and alchemist bombs.(Part of the not being dead weight to the party, if hitting your targets, especially when each attack costs a #/day ability or a consumable item.)
-Trait 3: ? This one is usually my free-spot, incase some DM's don't allow a third trait, or if you need to take a campaign trait.
-Drawback: Family Ties: Must comply with family requests of you or take a -2 on Wisdom and Charisma ability/skill checks until you save, or complete the request.(I gave my alchemist a large family, with a backstory. 2 still living parents at home with 2 remaining children at home, and 7 other siblings that have moves out before or after him with a varied personalities and tendencies, giving DM full permission to place them anywhere he might want to use a plothook to get the party to do something. Makes life a good bit easier for the DM and also is a fun way to integrate a backstory to a weakness AND roleplay.)

The background/Flavor:
Jak is a male ratfolk from a large family, 2 parents and 9 siblings. I have a full write up on each of them, but will skip that for brevity. He grew up in a supporting, if overcrowded family, reading books and absorbing knowledge. Though he came to want to study disease after human children repeatedly called him and his siblings "Dirty, diseased rats!". And his interest slowly grew in the area over the years, spreading from disease to generalized care, to how to grow and cultivate those herbs, and finally, where he truely found what he was good at, mixing herbs and chemicals to make medicines and other items. Alchemy. His parents insisted that he study buisness and how to buy and sell goods, to market himself and his wares and skills before he left home, knowing that some wouldn't want to take medical care from a ratfolk. When his time finally came to leave the house, a bit later at 14 thanks to his schooling, he was ready to travel, make connections in cities, open trade routes, and practice his craft. He soon settled in as an adventuring merchant, as adventurers always wanted to buy healing potions and through some convincing, other alchemical supplies as well. His long study of alchemy flourished here, especially after making a kit of essentials for adventurers to use and selling it all in a package deal. Though he would eventually join an adventuring group himself, that brought new challenges, like learning how to actually fight, especially with others.

The Build:
Now to actual ability and feat selections. I have it listed as Source/level. C is class, F is feat, D is Discovery. So F5 would be Feat gained at 5th level.

Class abilities
-C1: Alchemy: +Class lv to craft alchemy checks. (Competence bonus doesn't stack, but there isn't many comp bonuses for this that I've found.)
-C1: Extracts: Liquid "potion" spells but Alchemist is NOT a caster. (Very weird, but basically alchemist makes potion-like abilties for their spells that you prepare ahead of time, and drink to activate, but they only effect you. Leads to Infusion as a discovery tax...)
-C1: Bombs: Class lv+int mod per day, 1d6 per odd level fire damage. It deals rolled damage to direct hits, and minimum damage as splash damage, reflex for 1/2 on splash. (You also get to add your modified throw anything feat bonus to this for +int Mod to damage for direct hit and splash. This is his main combat ability. He augments it with alchemical splash weapons, and early on, a crossbow or other weapons.)

-C1: Brew Potion: Gain the brew potion feat, but you use your Alchemist level as your caster level. (lets you bypass the usual, "Not a caster can't take crafting feats" problem with alchemist, and is inbuilt for letting them contribute low level cure potions and the like early on. Also exceedingly handy later with the "Alchemical Allocation" Spell.)
-C1: Throw Anything: A modified throw anything feat, you get all the usual bonuses, no penalty for improvised ranged weapons, and splash weapons/alchemist bombs get a +1 on the attack roll, you ALSO get to add your intelligence modifier to the damage. (So your 1d6 acid flask, 1 splash damage, just turned to 1d6+5 6 splash in the 8 squares around it. This DRASTICALLY increases the usefulness of otherwise decently pricey alchemical splash weapons.)
-C1 Plague Vial: Swap for Mutagen, Prepared in 1 hour, it infuses your body with a supernatural harvested disease, So anyone hitting you with melee attacks(besides reach) DC 10+ 1/2 class lv +int mod fortitude or be sickened 1 round per Class level. (This helps keep melee attackers off of you, or they stay sickened, helping you with the penalty they receive. It can also be used on weapons with sweat or blood, poisoning them despite this still being a disease effect. So you can poison/disease your own weapons and your allies weapons before going into a tough combat. Sickened isn't as good as nauseated, but it's a decent enough debuff.

-C2: Disease resistance: Replaced poison resist, this gives +2/4/6 then immunity from disease. Thematic for someone working with disease all the time, though arguably poison is more useful to be immune to, I like the flavor.)
-C2: Poison use: Typical "Use poison without poisoning yourself" (You can make poisons with craft alchemy, and while you CAN focus the build on poisoning, poisons aren't a very good player option usually. But this DOES apply to the plague vial, and if you happen to make/use other poisons. Nice to have.)
-C3: Bombs to 2d6 dmg (unfortunately, crit dmg is locked to 1d6 and doesn't include any of the extra damage. A 10d6 crit is just an 11d6, but the INT bonus should be doubled at least?)

-C3: Swift Alchemy: Poison a weapon as a move, It takes 1/2 the time to make an alchemy item. (So the bonus speed for poisoning is great, so while you are stand action throwing bombs, you can still poison allies weapons with your blood if they allow you to do so. Though the faster craft speed is REALLY nice, especially when paired with Signature skill: craft, or the 5th lv feat, Master alchemist.)
-C5: Bombs to 3d6
-C5: Disease resist to +4

-C6: Swift Poisoning: Apply poison as a swift action. (This is kind of nice, because it's "MAY apply" so if you are using your swift or immediate action for something else, you can still poison as a move, or triple poison as 2 moves and a swift.)
-C7: Bombs to 4d6
-C8: Disease resist to +6

-C9: Bombs to 5d6
-C10: Disease immunity (As a paladin, become immune to all diseases, including magical ones. This makes our cleanliness trait useless now, but still was very good flavor for 1/2 of the levels, and from my experience, 95/100 of games.)
-C18: Instant alchemy: If you have the resources on hand, you can craft alchemy items as a full round action with a craft alchemy check. You may also poison weapons as an immediate action. (This ability kinda invalidates a LOT of our previous abilities and feats spent towards crafting, but games almost never got to level 18, and if it does, you can try and ask DM if you can retrain it. (though technically you need a trainer higher level then you if I recall.) So I don't really worry about this ability much.)

C20: Grand Discovery: Pick from the grand discovery list and learn 2 normal discoveries. (there's some fun options in here, but sticking with thematics, I am going with the philosophers stone.

Feats
-F1: Point Blank Shot: +1 on atk dmg for ranged attacks within 30ft. (not a lot of other options this early in, but this and Precise shot are both semi-mandatory until later, when your to hit is higher. And with splash weapons, you WANT to hit the enemy, or your weapon flies off in random directions. Potentially actively hurting your allies. So, early to-hit is a great idea.)
-F3: Precise shot: no -4 for using ranged attacks into a melee. (another bonus to hit more or less to help make sure your attacks go where they are supposed to. Though at this point, you only have targeted bomb admixture as an option to prevent splash damage to allies. Since I play him as a merchant, unused to actual combat, it's a good roleplaying moment to hit enemies near the end of a combat if you think you can safely do so, splash allies, then be apologietic, and offer infusion of cure light wounds to heal the damage they took. Sets up you taking the selective bombs discovery next level.)
-F5: Master Alchemist: +2 craft alchemy, Make Int mod batches of poison, and use and item's gp value instead of it's sp to craft. (FINALLY we can get away from NOT actively hurting our group and get to the flavor of the build, and such a powerful one too. Basically saves time crafting poisons, if you do. And more importantly, increases crafting speed by 10x. Combined with swift alchemy's 2x, that's a marked 20+x crafting speed, since one reduces progress needed to 1/10th the amount, and the other halves the time needed to make it. Since there's also the multiples of progress reduces time to craft mechanic, the crafting rate could be more then 20x. At this point, unless you are making blightburn paste or perfect ice, you should be crafting by the day, or reference my Alchemy calculator post(linked below) for even by the hour, or by the minute crafting.)

-F7:
-F9:
-F11:
-F13:
-F15:
-F17:
-F19:
Potentially once you get the mandatory options and you get a higher to-hit through magic gear and BAB, you can retrain Feats 1/3. Though by Level 7, you will likely either head into Master Craftsman territory to work towards Crafting wondrous items and arms/armor, or look into a healer filler, with Healer's hands(conduit) and Signature Skill(heal). The combo of which allows pretty much LV per day full round action enhanced treat deadly wounds, healing HP equal to Multiples of target's total character level, plus wisdom mods and other bonuses, as well as healing ability damage from each score I believe. I WOULD take this combo earlier to better establish him as a doctor, but not killing your own allies in combats tends to be a bigger priority. Another good thing to look at is "Extra discovery" To grab more of those tasty abilities.

Discoveries
-D2: Infusion: Your extracts can now be used by others. (I've had some arguments in the forums about this, but the text, and James Jacob's own post on the issue, Infusion "The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots" means that you can prepare an enlarge person extract for the barbarian, and let them keep it on their person without giving out new ones every day until they choose to use it, or it's broken etc. Regardless of that point, this is basically just a tax for playing alchemist to give great, usually personal buffs to fighters, barbarians, etc. )
-D4: Selective Bombs: Your alchemist bombs(only) can ignore 1 square per int mod. (No splash weapons, but this makes you safe to throw your bombs into melee now without actively hurting your group. And at a +4 or 5 to int, you can ignore 1/2 or more of the 8 splash squares now. Though this doesn't apply if you miss your initial target.)
-?D6(2x): Frost bombs/Tanglefoot bombs, Promethean Disciple, Tumor Familiar... (This is where things get much less set in stone, with taxes out of the way, there is a LOT of options to pick from. From diversifying Combat damage and debuffs with frost bombs(cold dmg and fort save or staggered 1 round on direct hit) or Tanglefoot bombs(fire dmg, but all hit including splash save or entangled, direct hit auto entangle, save vs getting stuck to floor as tanglefoot bag) or work on crafting if you feel combat is covered with Promethean disciple(+craft construct, use craft alchemy instead of usual checks) or Tumor familiar(Gain a familiar that sometimes lives in your body, go for valet archetype if you wanna 2x the amount of gold you can craft a day and get bonuses on your craft checks.) There are other options too, mostly game and group dependent, but either way, you get 2 discoveries this level to help pick, 1 from usual even level, 1 from 6 ratfolk FCB.)

-D8: Fast bombs or see D6: Fast bombs turns the standard action to throw a bomb into a normal attack action. (Basically, you benefit from high BAB and haste now. You can also grab some of the previous 4 discoveries mentioned too if you like.)
-D10: See D8 (taking more of those previous abilities. Though by this point, you can really look at other options depending on game. Force bombs to deal with ghosts, or sticky poison to poison ally weapons(includes the plague vial) for Int mod additional hits, instead of just 1. Etc.)

-D12(2x):
-D14:
-D16:
-D18 (2x):
-D20 (2x):

There are a variety of good discoveries to take, combat or support oriented. But I'm more concerned about the first 10-12 levels, as that is the highest I've ever gotten in a game so far. But modifications to bombs typically come with a save or be debuffed ability, and several abilities to work with potions. As mentioned above though, sticky poisons is a potential option, despite both poisons not being very effective for players, expensive to use, AND flavor-wise, it's unlikely for a doctor like him to use poison, but with plague vial, it allows a good use for that negates all those negatives.

Craft: Alchemy
Craft alchemy is the bread and butter of this build, as it gives a NUMBER of items that grant all kinds of bonuses to all sorts of things. I have a spreadsheet I've been working on for this, to help make the process less painful. Please see: https://paizo.com/threads/rzs43rew?Alchemy-Crafting-Calculator-and-Referenc e-help for my recent post about it.

In general, we are looking at Roll+Int mod+Class skill+alchemist class bonus+tools. Though you can easily add in some other bonuses, like Crafter's fortune. Though the highest DC for craft alchemy will be DC 40 for Alchemical blood. +10 to increase crafting speed. So once you hit Take 10(cause there's NO reason why you shouldn't if you can) +30, you are only working on increasing craft speed due to the multiples of progress mechanic. In this case, we prioritize intelligence as the ability to allow more extracts, higher DC's, more Bombs per day, and more splash damage. So We are looking at 10(take 10)+5(int)+1(skill ranks)+3(class skill)+1(alchemist class)+2(alchemy table if affordable)+5(crafter's fortune) for a whopping 27 result at level 1 before the Racial or trait bonuses. In this case +2 for Tinker, and +1 for spark of creation, totaling 30. So as long as you have the full crafting table, and can take 10, you can craft 95% of all alchemy items with enough time. Then you add in Signature skill:Craft, Swift alchemy, Master alchemist, Full pouch, and other feats, abilites, spells etc, you can really pump out items for your group.

Speaking of which, I mentioned in background my "Jak's Attack packs" A kit of gear for adventurers to help them in many situations. I've asked this once or twice before, but the more recent post was here: https://paizo.com/threads/rzs42jna?Alchemists-every-situtation-packs Consisting of 2 bandoliers and 2 spring loaded wrist sheaths. It gives a nice stockpile of always accessible utilities to help in a number of situations.

Other Crafting
Unfortunately, Alchemists are NOT casters, despite having extracts. So they do not qualify for crafting feats normally. The ones I have found besides using other archetypes are below.

Brew potion: Given for free at lv 1.
Craft Construct: Promethean disciple discovery starting lv 6. Uses craft alchemy in place of all usual rolls to make it.
Craft arms/Armor & Craft Wondrous item: Through the "Master Craftsman" feat, which means you need to involve 3 feats to grab them all, but allows you to use your craft alchemy in place of spellcraft, which REALLY helps offset that your extracts don't(without other discoveries) count as spells to make the items, you are facing a LOT of +5 DC's.

Equipment
Nothing finishes a build quite like the gear of your trade. I'll list them in order of slots, and try to list early and late game variations as appropriate.

Armor: Leather or Studded initially, can probably upgrade to mithral chain at some point, though getting any of these with the "Alchemist Suit" bonuses as custom upgraded magic armor is a good idea if possible. (Alchemist suit carries 8 doses of alchemy items/poisons etc, that can break to hit you or the enemy on a melee attack, constriction, swallow hole, etc etc.)
Belts: Belts of physical stats shine here, as usual, focus on dex for AC bonuses, ranged to hits, and skills. There are some fun items to add in for custom rider effects though, like extra carry capacity.
Body: Unfortunatly, body doesn't have a lot of good items itself, and that stays true for Alchemist. Though I do reccomend the robe of infinate twine, as it's cheap, and you always have infinate twine to set traps or rope to tie up enemies or drop into deep holes.

Chest: Apron of the careful chemist is fun here, +2 bonus to dex won't stack with your belt, and the +2 craft alchemy doesn't stack with your Alchemist class bonus to it. It still gives alchemy items you give to yourself or others, a +1 to the saving throws. Like antiplague, +5 on saves vs disease for 1 hour, is now +6 for the party, as long as the Alchemist does it. You COULD also look at the cloud engineer badge if DM allows adventure path items, but all it does is give 1/day each life bubble and reduce person, and a +2 competence bonus on craft alchemy and knowledge engineering, the former won't stack with the alchemist class bonus.
Eyes: We already have darkvision, so there is a couple fun ideas to throw in before opting into true seeing or eyes of the dragon, Though there isn't much special to the alchemist here, due to flavor, I opt for "Physician's spectacles" Which gives a constant detect poison and diagnose disease, and 1/day delay poison.
Feet: Once again, nothing particular here, so regular choices, boots of springing/striding, boots of haste, boots of flying, boots of elvenkind. Whatever you have and can get.

Hands: There are some FUN options for gloves, and while I tend to like the gloves of storing, I have to lean towards "Poisoner's gloves" here, as you can load each glove with a poison, potion, or extract, and give a melee touch to inject that into the creature. Good offensively or defensively, You can load cure potions or extracts in, to heal allies with the touch, or offensively, with poisons, or bad extracts. I remember hearing something about using a combination of this and skinsend previously.
Head:
Headband: Is there any other choice then Headband of intellect? The skills don't MUCH matter, as you are putting your 9-11-ish skill points a level into everything you really want, but maybe a good chance to get a lot of ranks in climb and swim in an emergency!

Neck: I start with a green filter scarf, as a gift from his parents, It's a mundane clothing item that I believe grants +1-2? to saves vs inhaled poisons and the like. But moving to magical gear, there's the typical Amulet of natural armor and the like, though there is also the necklace of bloody incisors early on, that is 10 uses, load the teeth into splash weapons and give then 1d4 slashing damage for each tooth, and 2 more slashing splash damage. But once used 10 times, it is destroyed. But Necklace of Adaptation is far from a bad item either, as it allows you to negate problems breathing. Also thematic for an alchemist working around dangerous chemicals all the time.
Ring (up to two): This is pretty typical, a LARGE selection of good items. Rings of Regeneration, Force shield, Protection, Sustenance... The list goes on. Though as a craft wonderous items maker, you CAN make a custom item for the ring slots, at increased price, that combines some of these features, like A ring of forceshield Protection to give you a shield in your offhand and the deflection bonus. And A ring of regenerating Sustenance for the other hand. Or any other combinations. Though this DOES get VERY expensive. In the end, pick what fits best, though I lean towards Protection and sustenance.
Shield: Masterwork Bucklers are a great thing once you can afford it. As you get the shield bonus when ambushed or otherwise you don't get to do anything, and you can still use your hands for other tasks, you just lose the shield bonus while doing so. And at Masterwork, it provides NO penalty whatsoever. I believe later on, you can also make them of fancy materials like mithral, adamantine, Darkwood etc, and add a "Shield Boss" that makes it harder to destroy, and gives some fun options, like shield bash also hits with a splash weapon, or flipping a little panel on it to reveal a sun rod or torch to see while still using the shield. Though I reccomend ioun Torch sooner rather then later for this problem. A fun enhancement to consider, at a lightly pricey +1 cost, is "rebounding" Which gives a +2 AC vs thrown weapons, applies this and the shield bonus to touch vs splash weapons, and if the splash weapon would miss you, instead of the usual random roll, you get to chose where it lands.

Shoulders: The usual cloak of protection as a default, potentially doing the custom magic creation to add in muleback cords.
Wrists: Spring loaded wrist sheaths for quick, hidden access to emergency items, like swift action to retrieve a cure potion to administer as a full round instead of a move and administer it next round. Otherwise, bracers of armor isn't a bad way to go. As you can give your armor either the +# enhancements, or the special effects, AND give the bracers the other. So you get to wear +5 armor, that also has 2-3 abilities.
Slotless: This is where the MAJORITY of items will be. To keep it brief, I'll give the name and a short what it does below...

-Admixture vial: 1/day combine 2 extracts as the combine extracts discovery.
-Blackwick Cauldron: +5 craft alchemy(doesn't stack) and spellcraft to make potions. Letting you craft 300 instead of 250 gp potions in 20 hours, and 1200 gp per day, instead of 1,000.
-Boro bead: Like Pearls of power, replenish a spell slot of an extract already used.

-Formula Alembic: Can use a potion with 1 hour prep to scribe to your formula book without expending the potion.
-Hybridization funnel: combine 2 alchemical splash weapons so it hits as if they both did, but if not used in 24 hours, it destroys itself.
-Orb of arcane research: +2 to research or add new spells, and 5 times before it breaks, give +5 to craft alchemy, knowledges arcana, nature or spellcraft to research a spell/extract.

-Retort of control: Helps spontaneous alchemy if using that rule set. But also you can designate 1 creature type/subtype to not be effected by the item crafted. (example, a "Human" Designated alchemist fire can be thrown into melee with a human ally and a dire rat enemy, and the human takes no damage from it.)
-Winged bottle: 3 times per day, can be filled with a splash weapon, and can be directed to fly and drop the splash weapon on enemies.
-Vial of Efficacious medicine: An alchemical remedy placed inside deals it's usual effects, but also gives +2 MORE on bonuses to Saves, checks, AC, or CMD, and heals 1d8+5 hp. Can be used 3/day.

-Caduceus rod: Does a LOT, most importantly, +5 insight bonus to craft alchemy, +1 insight to atk/dmg with alchemy items/alchemist bombs, and 5/day pick from 5 abilities.
-Alchemist Atlatl: Doubles splash weapon range(not bombs)
-Focusing flask: You can add 3 doses of the same splash weapon inside, when thrown, it is destroyed, but the target is hit by all doses at the same time, and if there's a save, the DC is increased by 2 for each additional dose inside.

-Preserving flask: While boro beads replenish used extract slots, preserving flasks maintain the extract as a kind of potion, and after 1 day, it no longer costs you an extract slot.

Then there's mundane items that help as well, like flask pike, stormshaft javelin, Bomb chucker etc. But I won't bore you with that here.

Notes
Mythic is a weird point for this, since alchemists mostly fit into trickster, but some archmage abilities are good too. Though I'd more lean into trickster unless DM lets you use the archmage's "Gain all crafting feats" ability and lets you use them.

And as far as spells, there are a few important ones to pay attention to like Crafter's fortune for that +5 to craft. Full pouch to make a copy of alchemy items for 1gp worth of alchemical herbs, good to restock your allies equipment kits. Alchemical allocation to be combined with high level potions or expensive elixirs. My favorite combination for this is preserving flasks with alchemical allocation, and pass around a singular dose of "Spirit rush" elixir when needed. It's active for an hour, and if you would be reduced to 0 or less, you are healed, ethereal for 1 round, and teleported 30? feet away from the source of the damage. A really handy emergency button for the cost of the 2nd level Preserving flask(or boro bead) for each ally, and the single dose of elixir.


I realized while adding more references in the additional tabs, that the Calc page just added it all the bonuses together. Working on an update now that'll separate the Bonuses in the left column into the different bonus types, so you'll automatically only take the biggest bonus for everything that applies.


You DO lose on damage, but I feel you get some good things in exchange, like Shooting a dragon at almost 400 ft out and grappling them with the arrow, making them fall from the sky.


Well, there's a couple ways to do archery builds as far as I'm aware. There's a number of feats and abilities you can take to give yourself those bumps in hit.

One of the bigger things to look at for DR is that dragons if I recall, mostly only have DR/magic, so any effect that makes your bow +1 should help there. Otherwise, look at Clustered shots feats, so your individual bow shots all count as 1 attack.

You could take archer fighter archetype for some neat bonuses like Bonuses to perception, bonus bow range, and no Attacks of Opportunity when shooting the bow without needing the snapshot feat that removes it.

Boosting damage should be easy enough with called shots, Deadly aim, etc.

As far as wind effects, there's a few ways, "Silver nocking point" is a 3k item that reduces penalty due to severe winds. The Cyclonic +2 weapon enhancement that entirely takes care of it, but it's expensive... Or there's the "Weathered Warrior" combat feat that reduces penalty as well, and might stack with the silver nocking point.


Just giving this a single bump for visibility.


There's always the option of buying potions/scrolls, or even maybe a custom Wonderous item of #/day invisibility spells. Then of course there's having a buddy cast it on you, like an alchemist, wizard etc. Though as far as ADDING it to your list of spells known, I'm not sure if you can outside of magic items or multiclassing.


Belafon wrote:
Quote:
As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots.

This is one of those “could have been worded differently to clarify a pretty obvious edge case” abilities.

Edge case in the sense that having all your gear stolen isn’t something that happens often. Fairly obvious in that every alchemist player thinks about it at some time. It could be a near-permanent loss of class feature. Only getting to prepare extract slots you gained by leveling up from that point on.

I don’t think anyone believes that was the intention however the fix requires a fair bit more text. Something like “each day when the alchemist creates his extracts he may choose to leave infused extracts prepared or to withdraw the magical energy to his own aura and replace them with new extracts. As long as an infused extract exists, it continues to occupy one of the alchemist’s daily extract slots.”

Another way SORTA around this, though at financial cost, is the Preserving flasks. Make it an infusion, fill up the flask, then after 24 hours, the flask preserves the extract, and it no longer takes a slot.

https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/preserving-flask/

But BACK to OP's Original question. I see no reason why you can't take the feat if you meet all the pre-requisites. Though as always, DM has final say, and if you still have concerns about how it would interact, of course ask them. Sorry if that feels like a bit of a cop-out.


Java Man wrote:
Sorry, I was intending that for Kiba, who implies that infusions can be stored for after the 24 hour limit.

https://aonprd.com/AlchemistDiscoveries.aspx

When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

In addition, this post here from James Jacobs, Creative director.
https://paizo.com/threads/rzs2l7ns&page=503?Ask-James-Jacobs-ALL-your-Q uestions-Here#25103
Which states that an infusion is active until used.


I don't see why you can't, as long as you meet the pre-reqs, also regular alchemists already get the brew potion feat, which is nice since they are-but-aren't a caster to apply for much else. (promethean disciple for constructs, and master craftsman for Wonderous items and Arms/Armor.) Also, Infusions could also mess with this, since infusions aren't every 24hrs, they last until broken or used.

So an infused extract recreated this way I BELIEVE would basically be a "free" Potion. But DM would probably put a stop to it if you abuse it.


Hello! I've made several posts about alchemists before, and I have for a long while had a fairly simple excel sheet for processing mundane craft alchemy. Though I have spent some time and effort on making a better one, I was hoping to post it here, and get some feedback on it. If people think I should add, remove, or change certain things, including the format or colors or even the font.

I'm still adding to the orange sections, which is just a quick and dirty reference for feats, traits, equipment, and spells that affect craft, alchemy, splash weapons, or poisons. Also, I can't take any credit for the poison section, as I have never done anything with it before, so I googled someone else's Poison guide and filled in the blanks there, though I hope to do a more in-depth review on it as I continue to work on this little passion project!

Here is the link, I have locked down editing any of the database fields for editing, and you should only be able to edit the Green dropdown fields, or the Gray "type in your own number" Fields. If you want to edit any of those, please download your own copy of the sheet using the menu! I look forward to whatever feedback people may have!

https://docs.google.com/spreadsheets/d/1cCxoLGcBwkXMnnxWUI2zBkLJsn8E8M8s4nD EFJTUs7w/edit?usp=sharing


Chell Raighn wrote:


That said… your player was actually correct in their understanding of how deathwatch works with regards to creatures that pretend to be objects such as mimics or constructs. Deathwatch would in fact alert them to the presence of a living creature in the case of a mimic, undead creature in the case of any undead pretending to be a corpse, or something neither alive nor dead for that construct pretending to be a statue. The spell doesn’t leave room for interpretation, it does precisely what it says it does. If you want enemies hidden from magical detection, simply have them warded with nondetection…

I don't know how this plays into it, cause D20PFSRD and all, but there is NOW a section under deathwatch about it.

"Does deathwatch detect things you can’t see?

The following information was provided by Michael Brock, who previously served as Pathfinder Society’s campaign coordinator. He is not a developer, but this information likely applies to PFS organized play:

“It is intended to be used only on creatures already perceived. You have to be able to see the creature to instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). It doesn’t magically advise or let you see or know there is an invisible creature or a very stealthy creature in the area and what the health and condition of that creature is.”

[Source] http://paizo.com/threads/rzs2p1t1?DeathwatchNo-Ambushes-Pinpoint-all-Invisi ble#8
"

So, in this case, it would let you see mimics and statue-constructs, but not invisible/hiding creatures. Which kinda works in the way that it still detects stuff in general in it's area, but doesn't detect things that you don't perceive... Which I feel is a good middle ground.


I mean, I get the idea though, a spell slot is expended as if you cast the spell, but it doesn't actually activate or do anything.


Ryze Kuja wrote:
Kiba Kurokage wrote:


1: A mimic that he doesn't know is a creature, but IS a valid target.
2: A mimic that he KNOWS is a mimic, and IS a valid target.
3: A treasure chest he 'KNOWS' is a mimic, but isn't a valid target.
4: A treasure chest that he knows is a chest, and isn't a valid target.
5: The illusion that technically isn't a viable target, but he thinks is.

When he casts the magic missile, what happens to each missile? Do they strike regardless of what he perceives, or because of what he perceives to be creatures?

1: The Magic Missile strikes the target.

2: The Magic Missile strikes the target.

3: The Magic Missile fizzles, because it is not a creature.

4: The Magic Missile fizzles, because it is not a creature.

5: The Magic Missile fizzles, because it is not a creature. I would probably describe it as the Magic Missile flies errantly through the creature and strikes nothing, something seems off about this creature, make a Will Save.

Thank you kindly! That makes a lot of sense, but I couldn't find the rules or an FAQ about it.


Ryze Kuja wrote:
Quote:

Magic Rules

Illusion

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.

Subschools

Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. It is not a personalized mental impression. Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the figment produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like (or copy another sense exactly unless you have experienced it).

Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly.

A figment’s AC is equal to 10 + its size modifier.

Glamer: A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.

Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.

Phantasm: a phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression, all in their heads

...

Ah, thank you! So it seems that it's more based on reality then perception then? Though the consequence of spamming it to find hidden constructs/mimics etc is losing the spell as if it was cast should prevent people from abusing the targeting rules.


I think I found a more concise way to phrase my question, though part of it has already been answered. So let me try to phrase it this way....

You have a wizard who goes into a room with 2 mimics, 2 treasure chests, and 1 illusion of a mimic. The First mimic passed it's disguise check, the second one failed. The Wizard has it on good faith by a trusted ally that 1 treasure chest is actually a mimic(but it's not) and one chest is just a chest. Lastly, the illusion mimic is clearly a mimic. This sets up the following when he tries to use the 5 missiles of magic missile on the 5 chests....

1: A mimic that he doesn't know is a creature, but IS a valid target.
2: A mimic that he KNOWS is a mimic, and IS a valid target.
3: A treasure chest he 'KNOWS' is a mimic, but isn't a valid target.
4: A treasure chest that he knows is a chest, and isn't a valid target.
5: The illusion that technically isn't a viable target, but he thinks is.

When he casts the magic missile, what happens to each missile? Do they strike regardless of what he perceives, or because of what he perceives to be creatures?

Thanks to the above, I think we can scratch #5 off though.


Azothath wrote:

simple really

Illusion school

Illusions & interactions

If a caster has failed to notice (or failed the save) for an illusion he casts and expends the spell believing it has had the expected effect.

Some illusions are static and need a caster to adjust it on their turn to realistically reflect the effects of attacks on the illusion. It is a dynamic flow. Phantasms will naturally reflect that damage as the target creates/expects that to happen.

That's good to know for the case of illusions, but what about the main example presented? A construct creature like say a graven guardian looking like a statue. Can you magic missile it before you know it's a construct creature? I don't think Illusion school rules wouldn't naturally apply to the main question of Casting a creature targeted spell on something that you don't know yet is actually a creature.

But as said, the info you provided does answer the part of it asking about illusory critters, so thank you kindly!


Hello!

I had this come up recently in a game I'm running, and wanted to get some external assistance since I can't find a good answer for it via Google. Thank you in advance for your help!

So the question currently, is Casting targeted spells on things that you don't know are applicable targets. For example given, Magic missile has "1-5 Target creatures" which means you can't use it on weapons the enemy is holding, doors, the bad guy's orb of ultimate power etc. But how does this interact with say an illusion of a dragon? It technically isn't a creature, and thus, isn't a viable target for the spell to be cast, even if the caster thinks it is. And on the opposite side of the coin, if you have the wizard checking a suspicious chest to see if it's a mimic by casting magic missile on it. If it IS a mimic, it's a valid target for the spell, even if he doesn't KNOW it's a valid target. And if it's not a valid target, what happens? The spell just doesn't cast? The spell is used but fizzles?

Originally, this came up a while back because a player wanted to use 'permanent' deathwatch via the deathwatch glasses item to negate stealth checks and invisibility, since "Using the powers of necromancy, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death." So they were saying that if it's a construct object pretending to be a statue, without making any checks they should automatically know it's a creature and what HP it is at. I ruled at the time that you have to perceive the statue or mimic as a creature with perception, it making some type of action, or otherwise drawing your attention before deathwatch would work on it. And now it's come up again in the example of the caster wanting to check if things are a viable target by casting the spell in advance of actually knowing.

So by that logic still, magic missile shouldn't be able to be cast on a mimic before you KNOW it's a mimic? And on that same idea, illusions or other things that may or may not be a legal target? I guess it boils down to is spell casting targeting based on what things actually are and not perception, or perception, regardless of what the reality is?


Sorry to resurrect this after so long, but I found this thread while googling additional info for my alchemist. And while this may be long solved, I'd like to add my opinion for when/if others find the thread.

Firstly, the original question. Starting off with WHAT is an Infusion? It's a discovery that states you can infuse an extract with extra power to make it persist and continue using your 'spell' slots, but continues to refer to it as an extract, and once an 'infused extract'. So it is VERY safe to say it's a case of all infusions are extracts, but not all extracts are infusions. So anything applying to extracts work on both, but is something specifies working with infusions, it may not work with extracts.

So in this case, though Preserving flask specifies extracts and infusions, it doesn't NEED to, as all infusions ARE extracts.

Next up, Would Preserving flasks still count against daily slots? I would say no, as the preserving flask states explicitly that "Preserved extracts count against an alchemist’s extracts per day on the day they are prepared, but not on subsequent days." This also runs into the question of removing it to another vial. And I say both mechanically and likely RAI/balance wise, That even an infusion extract once removed from a preserving flask is no longer potent. As referenced here in preserving flask: " An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask."

So a regular extract stored in a preserving flask is maintained by the magic of the flask, and remains potent like a infused extract, but still, only you may drink it. Removing by any means except drinking it would ruin the extract.

Additionally, an INFUSED extract functions in the same way, but with the following changes: That after the first day, an infused extract, Like a base extract, stops using a spell slot. As the magic needed to maintain the infused extract is switched from your 'spell' slots, to the magic of the flask. AND that others may still continue to drink the extract instead of just you, as it is still an infusion. Though as with a regular extract, once the infusion has switched it's magic source from your slots to the magic of the flask, it is ruined when being removed except when drinking it.

I believe this is reasonable and in line with other items like rings of spell storing, as you can only store 1 extract per magic item (costing 1K, 4K, 9K, 16K, 25K, or 36K Respectively, 1-6 Spell level). So if you wanted to store spells en masse, you'd have to spend that much money on each individual flask, and STILL use up the spell slot to begin with when first making them. I mostly find the flasks good for higher level extracts to hand out to other party members that they may or may not use in a particular day, or for the illustrious Alchemical Allocation mixed with a shade walking or Spirit rush elixir, or even just a high CL Barkskin potion or the like.

Lastly, As it was mentioned above a little, I believe that Boro Beads are rather different from Preserving flasks, and fill similar, but different roles. As flasks use your 'spell' slot for the day, then on following days, keep the extract potent for use, and can't be used again until it IS used, or dumped out. While Boro Beads refresh the slot after being used, such as drinking extracts in combat, then afterward, using them to refresh the slots to brew more extracts in the same day, and can be used every day. Flasks=Carry spells to new days, Beads=Using more spells in the same day. So while they achieve the same goal of "More spells a day" they do fill different roles.

Thank you all for your time, and please let me know if you have any disputes, questions, or disagreements about my statements!


I know this is really old, but I was making another post referencing it and thought I'd update about how you can, as an alchemist, include Boro beads/Preserving flasks and Alchemical Allocation with certain Elixirs.

Starting off, I was researching this, and people seemed a little confused on Boro Bead vs Preserving Flask. So I'll outline the differences below.

----------
Preserving Flask: Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th)

DESCRIPTION
This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask.
Preserved extracts count against an alchemist’s extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens.
----------
Boro Bead: Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th)

DESCRIPTION
This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or non-magical alchemical material such as antitoxin.
----------

So as you can see, they both cost the same, and do something kinda similar in effect, giving you more spells per day. HOWEVER, The Flask turns a previous day's Extract/infusion into an effective potion after the first day. It no longer affects your extracts per day, which overrides the infusions "Infusions count against your total per day until used". Which makes them IDEAL for extracts you want to give out to the party on down days, or at the end of the day, and keep your total spells up the next days.

Boro beads however, REPLENISH a spell slot once it is used. This makes them better in the momment, after you have crafted and used your extracts, as Alchemists don't USE their 'spells' until the extracts or infusions are drunk, or destroyed.

In short, TLDR: Preserving flasks are for buffs and infusions you want to pass out for party members to hold onto until they may eventually need to use it. Boro Beads are for immediately replenishing a spell slot.

----------
Now we get into the reason for the thread revival. Elixirs and Alchemical Allocation. Alchemical Allocation is a second level spell for a few classes, but they SHINE for alchemists, who already deal with extracts/potions/elixirs a lot more then other classes. Basically, Alchemical Allocation would be an infusion you drink, then the next round, drink, and spit a potion/extract/infusion/elixir back into it's bottle to gain it's effect without using the potion. This is GREAT for high level potions, which are usual too expensive to be useful. Grab that CL 15 Barkskin potion if you want, and reuse it as long as you have 2 actions and the second level slots to spare.

Elixirs however, are special, specific magic items like potions, that have very specific effects. Some of which are good, others, not so much. I'm here to talk about my 2 personal favorites, but by all means, check out the elixirs for other options too!

The first is Elixir of shadewalking:
Aura moderate illusion; CL 11th; Slot none; Price 3,500 gp; Weight 1 lb.
DESCRIPTION
Typically kept in a small bone flask, a draught of this potent elixir is enough to catapult the drinker and up to 11 additional creatures the drinker is in contact with at the time of imbibing into the Shadow Plane. Once there, the affected creatures are under the effects of a shadow walk spell and may travel at an effective speed of 50 mph over land for up to 11 hours.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, shadow walk; Cost 1,750 gp

A little expensive, 3.5 K for a single use. But Alchemical allocation means you can reuse it nearly as much as you like. This is an excellent target for a Boro Bead use, as you can prepare the allocation, drink it and the shadewalk, do your travels, then if needed, use the bead and prepare another extract when you are done. And an 11 hour, 12 creature(no size restriction) fairly safe travel with a speed increase? I think that's pretty decent in games WITH travel.

The other, is a Spirit Rush Elixir:
Price 2,400 gp; Slot none; CL 13th; Weight —; Aura strong transmutation
DESCRIPTION
Inside this elegantly styled bottle is a purple liquid that sparkles.
EFFECTS
For 1 hour after the imbiber drinks this elixir, anytime she would be reduced to 0 hit points or below, the elixir immediately restores 3d8 + 5 hit points. Additionally, the imbiber becomes ethereal for 1 round and is immediately shunted 30 feet away from the source of the damage. While ethereal, the imbiber can move through walls, objects, or barriers in her path; this movement does not provoke attacks of opportunity. She must end the bonus movement in an unoccupied square. If no such space is available along the trajectory, the elixir heals the imbiber but does not move her away from the source of the damage.
CONSTRUCTION REQUIREMENTS
Cost 1,200 gp; Feats Craft Wondrous Item; Spells cure serious wounds, ethereal jaunt

THIS is the target of your Preserving flask. Give each party member a preserving flask of alchemical allocation, and just buy 1 of these. If you think you are going into a hard fight, Have them each drink the allocation, then the spirit rush, and pass it to the next person. 2,400 gold plus 4,000 Gold per preserving flask pays for itself quickly when spirit rush activates, Healing 3d8+5, and pushing the in danger party member away from the danger to allow back line to try to heal or assist them as needed. Compare that to Raise Dead's 5,000 GP cast each time, or Resurrection's 10,000, plus if you don't have a caster capable, the cost in time and money to find and pay for it to be cast too.

Anyway, that's it for this update, but there are plenty of fun elixirs that buff skills or give darkvision and stuff, I just wanted to share this to make SURE you grab Boro beads and preserving flasks for your kits!


I've asked before a few times about my Alchemist, whom has a kind of "Every situation pack", or, 2 bandoliers and 2 spring loaded wrist sheaths loaded up with alchemy items, potions, and other gear. From sun and moon rods, to cure potions in Iron vials, to Liquid blades or Bladeguard, or remedies like antitoxin/antivenom or Antimetic Snuff.

But recently, I had a DM introduce an item to me from a DM (N)PC, a Staff of anti-BS, loaded with a few different spells to help deal with random usual adventurer problems, like knock, see invisibility, dispel magic, etc. Which got me to thinking, what other items, be they normal items, or custom magic items, might exist to augment regular play like that? I know some items might be specific to certain characters, like gloves of storing. But whether specific or in general, I was hoping to find out what you guys might recommend to carry around to deal with adventuring problems, like a bag of flour for Profession chef or the like, that can be used to show invisible creatures by tossing it over them, or looking for footprints in the dust on the floor after.

Thank you all for taking the time to read this, and even more so if you take the time to reply!

Previous threads about the "Every situation packs":
Alchemists Every Situation Packs
Alchemist Don't Die Medkits


Starting up a wrath of the righteous game, and I'm joining a bit late. But I wanted some inputs on what I've built, and what you think could be improved or swapped for flavor. Thank you!

Race: Kitsune: +2 Dex/Cha, -2 Str
Class: Sorcerer, Fey bloodline, Nine-tailed Heir archetype, (I've heard good things about tattooed sorcerer too?)

Stats: 25 point buy(including racials)
STR 8 DEX 18 CON 10
INT 12 WIS 12 CHA 19

THE BUILD IDEA
Not the most original upon looking around, but Kitsune's racial Kitsune Magic trait, plus the Favored Class Bonus of sorcerer(+1/4 enchantment DC's) means an enchanter styled caster. Add in Fey bloodline for +2 to compulsion spells, and even at Level 1 we are hitting DC 17 on Charm person. Enchantments won't cut it all the time however, So I think an action flowchart of spells used should go something like: Big party buff spell(like haste) -> Enchantment spells on difficult opponents(feeblemind, charm person, command etc) -> Battlefield control spells(create pit, summon monster, grease, etc) -> Finally her own damaging spells as needed.

THE BACKSTORY AND FLAVOR
Yua is a twin, as I wanted the gray-furred kitsunes, usually associated with being oracles, to be a kind of two opposite halves make a whole. Yua is fire based, spontaneous sorcerer focusing on spellcasting and becoming a 9-tailed fox. While Rin is a black-blooded waves oracle, only spellcasting to off heal, buff, and some minor utility, and focuses on ranged, then melee attacks. Usually, their parents were killed in a flood when a damn broke, also Drowning Rin and giving her the waves powers and black blood curse. After their parents died, they were raised in an orphanage together, never being apart, the only family they had left in the world now. When they came of age, they recieved their inheritance, sold off what remained of their parents belongings besides a few momentos, a Katana from a Daisho for Rin, and a Wakazashi for Yua. A paired set seeming appropriate for the twins. They sold off the remaining items and land, and took to adventuring, not wanting to live in a place that reminded them so much of what they lost. Though shortly into their travels, they have split up. And so no matter which sister I play, they are looking for their other sister, trying to get by and make their own path in the meantime.

For Wrath, this is mildly changed up as Yua will be taking the Riftwarden orphan trait, as it ties to the archmage path. A simple swap to the flood being the thing that killed them, to whatever demon or monster in the campaign for the trait, and giving Yua a reason to stick with the crusades while looking for her sister.

THE NUMBERS
Nine-tailed Heir replaces the spells from my fey bloodline, and give me a magical tail feat instead at 3/7/11/15/19. Which is 5 of my 8 magical tails needed to max out. Magical tail is a kitsune feat, that gives the owner another tail, and gives 2/day spell like abilties in an ascending order. If you have more then 8, you stay at 9 tails, but you start gaining 1 more use of those abilities in ascending order again. The order is: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. So I can take Magical tail as a feat early, get to dominate person, then spend the money and time to retrain it to something else as I get those free tail feats later. My spell focus and Kitsune bonuses should also apply to the enchantment and compulsions spells as usual for spell like abilities.

Tattooed sorcerer is a potential idea, as it swaps my Laughing touch ability, (which isn't that great), one of my bonus feats, and my 9th level bloodline power, a rounds/day greater invisibility as a spell like, which I may miss. In return however, I get a familiar that can be stored on my body in a tattoo(probably hidden under kitsune's fur?) mage's tattoo as a bonus feat, Which gives my Enchantment school spells +1 Caster level, and the ability to make spell tatoos. Finally, enhanced tattoo lets me pick 1 enchantment spell without Focus, or expensive Material components, to cast 1/day as a spellike ability, at +2 CL. I would probably take the Valet Familiar archetype, letting me be a better team crafter with my archmage abilities to craft things.

1: Laughing touch(or familiar), Spell focus: Enchantment
3: Woodland stride, Greater Spell Focus: Enchantment
5: Spell Penetration(for all the demons we'll fight) or Skill Focus: Nature(for Eldritch heritage)

At 5th level, my 19 Cha should be bumped to 20, and without magic Items, I'm looking at Spells being DC 10 +5(cha) +1(spell level) +1(kitsune magic) +1(Favored class bonus) +2 (Spell focuses) +2(bloodline Arcana) for a total of DC 22 for a first level spell. Though non enchantment spells are sitting at the regular 16.

7: Start into metamagics here, Silent spell, persistant spell, extend spell etc, or maybe grab The Eldritch heritage for a familiar then if I don't do the tattooed sorcerer. Or if DM allows, the coveted Leadership for a high Cha character....
7: Improved Initative(or swapped for the tattooed sorcerer)
9: Greater Spell Penetration, or more metamagics

At level 10, I'm looking at DC 23 for first level enchantment compulsion spells. 5th Level spells being the top, at DC 27

11: Any feats past this point are mostly guesswork. Ideas include Greater spell pen, metamagics, spell focuses for conjuration or other schools, Spell perfection....
13:
15:

At 15, I've put 2 more pointed into Cha for 22, and my FCB has stacked some more, for first level spells being DC 25 and 7th level spells at 31.

17:
19:
20: Big thing here is the capstone ability, +immunity to poison, DR 10/cold iron, Animals do not attack you unless magically compelled, 1/day shadow walk as a spell-like. OR... The alternate capstone of gain a 2nd bloodline, +bloodline arcana, 1/3/9th lv powers.

THE MYTHIC

I'm taking Archmage of course. Though my path here is a little less clear. My bonus points for stats are going to Charisma of course.

1: Wild arcana lets me cast any sorcerer spell as a swift action, wether it's a known spell or not, and at +2 CL. opens SO much versitility.
Path ability could be: Eldritch breach (to really help with demons SR), enhance magic items, Crafting mastery(I gain all crafting feats), or Mythic spellcasting.
My mythic feat will probably be... Mythic crafter, or possibly Mythic spell lore?
2: Crafting mastery if I don't have it yet, or the previously discussed Eldritch breach/enhanced magic items.
3: Arcane metamastery(-1 Mythic power, for 10 rounds, I can use 1 metamagic I know(+0 or +1) on any spell without increasing spell level or cast time), or Mirror dodge(Naruto substitution jutsu as an immediate action.)
Mythic feat, unknown, perhaps extra path ability to grab the other option?
4: Potentially looking at legendary item by now, or Speedy summons to more reliably help set the field.
5: Another legendary item? and perhaps look into mythic spellpower for cheaper mythic spells, or extra mythic power, for more power per day.
6: Channel power, because yes? +50% damage, duration doubles, saves at -4, (mythic is only -2), and ignores all Spell resistance. All for just 1 mythic point as no action.
7: Sanctum, because that ability is cool as hell.
8: Maybe start doubling back for like... I dunno, enduring armor? If I haven't gotten it by now.
9:
10:


Name Violation wrote:

monstrous mount doesnt work unfortunately

monstrous mount wrote:
Prerequisites: Handle Animal 4 ranks; Ride 4 ranks; divine bond (mount), hunter’s bond (animal companion), or mount class feature with an effective druid level of 4.
hunter doesnt have any of those class features. it has Animal Companion (Ex), but not from hunters bond, divine bond or mount

As FraVit said, You SHOULD be able to take it from cavalier, and cavalier SHOULD stack with your effective druid levels, from being a hunter. I asked my DM and they okayed it, but not sure about others... In any case, I'm not planning on switching to that unless they die at that point.

FraVit wrote:

Hi Name Violation, if you take the level dip of Cavalier you get Mount class feature and if it's a horse it'll have at least a druid level of 4 by level 5.

Hi Kiba, the bonus feats of the character comes from the Cavalier dip I were suggesting. Gendarme trades a feature to get extra feats from a list and Cavalier grants Light Armor Proficiency to his mounts.

Anyway this were just if you wanted to do "speed up" your build with a dip and if you were interested into a lance-charge build otherwise it's common to do as you were thinking and to start getting mounted feats when the pet would get a size increase unless you would give your companion Hefty Brute as suggested by Temperans.

A straigth hunter non-charger mounted build could be this for example, a "mounted flanker":

1 - Combat Reflexes, Dirty Fighting
2 - Outflank
3 - Pack Flanking, Paired Opportunists
5 - Power Attack
6 - Broken Wing Gambit
7 - Mounted Combat

That looks pretty good! Though I think my only concern looking at this is the large amount of cavalier orders to pick from. And since it'll be a dip, I think I'll just get the base ability to modify the challenge? Unless I choose to put more levels in later....

Wonderstell wrote:

Slight correction:

Dirty Fighting does not help with the prerequisite for Pack Flanking since the feat does not have any improved combat maneuver as a prerequisite.

"This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites."

Dirty Fighting only helps with combat maneuver feats.

AW. That sucks, but yeah, I see it. Guess I'm still stuck with combat expertise at first then.


Name Violation wrote:

I wouldn't bother with the trait. The +1s just aren't worth it. Armor expert or reactionary is much better.

Or take the blackthorn rancher trait to give 3hp to your companion

I'll check with DM, but he's kinda strict, so us not being in that area may be a problem. I think I'm looking at armor expert, maybe reactionary, and a campaign trait(with a drawback). There isn't much That I can find for good hunter/mounted combat specific traits.

Wonderstell wrote:


Hm. Boosting INT on a companion is usually done to expand their list of available feats. But this can also be achieved at level 4 when the companion gets their first ability score increase.

Is there a particular reason you've chosen to boost INT?

Armor Prof (Light) is kind of a trap option. The only difference between being proficient and nonproficient in armor is that you apply the Armor Check Penalty to more things if you're not. So if the ACP is 0? No difference.

In the light armor category you can easily buy MWK Studded Leather Barding for a +3 Armor bonus without any need for proficiency. If you spend some extra gold on special materials you can also lower the +4 Armor bonus options to 0 ACP as well.

It's used to start off the game with an "intelligent" animal companion. They get 3 more tricks per INT, and more strict DM's may let you get away with more casual animal companion rules if it is intelligent. So the immediate buff for INT is to start them off with more tricks, more feat selection, common as a language they understand, and hopefully, DM not having you roll handle animal 1-2 times a turn instead of just saying, "We'll go here and attack."

I'm mostly doing that for RP reasons. That my character loves their animal companion, and thus, invests in their protection. I was looking at Leather Lamellar armor, but I could look at dropping it, since I can't afford it at first level anyway with other gear.

Java Man wrote:
I like a one level dip into Wildchild brawler for a character like this, your companion stays at full progression, you add Martial Flexibility (which can be used for teamwork feats) and don't need that 13 int for combat expertise.

I might just take a look at this, I haven't seen the wildchild, but it sounds pretty good!

FraVit wrote:

Suggestions:

#1 take Dirty Fighting feat instead of Combat Expertise: "This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites."

#2 dip one level of Gendarme Cavalier to get everything you need from the start and to not have your armor penality affect your riding checks

#3 If you need a Mount different from a Wolf the Monstrous Mount feat gives really good mounts options.. if Leadership is banned.

Build Example:

1 - Mounted Combat, Ride-By Attack, Spirited Charge
3 - Outflank, Dirty Fighting
4 - Pack Flanking
5 - Monstrous Mount
7 - Escape Route, Monstrous Mount Mastery

Pet:

1 - Light Armor Proficiency, Valiant Steed
2 - Sure Footed
5 - Pet becomes a Griffon, Light Armor Proficiency, Valiant Steed, Skill Focus: Fly, Signature Skill: Fly

I have heard of dirty fighting, but long forgot about it. I think that's a pretty good take instead of expertise, so thanks for that! Then I can restat my int a little.

2: I haven't looked at the cavalier, but should I wait on that until I get the large sized wolf? So like level 8?
3: I'm trying to stick with Diana for now, but should they die, I'll keep it in mind as a replacement.

Though, where are the extra feats at level 1 come from? Humans only get 2, and animal companion should only start with 1?

Temperans wrote:

If you want your animal companion to be large, you can give them Hefty Brute to make them count as Huge for certain stuff: CMB, CMD, carrying capacity, and any size-based special attack use by or against it. (If you happen to get a huge wolf, you can make it count as gargantuan).

Teamwork wise, broken wing gambit is always good. Since wolfs get trip you can use Tandem Trip for a free reroll, while Topple Foe gives you a circumstance bonus of +1 to +4 per ally. Distracting Charge is an interesting one since you are thinking about charging (+2 on attack when your ally successfully charges). Seize the moment is also good but that requires a lot of feats.

As far as magic items go, oh boy do you have plenty of choices. But if you go with charge, then Rhino and Mammoth Hide are top notch armor choices.

They'll be large at level 7, where we can start riding, and if I get that dire collar, I can make them huge, and then the feat would make them even bigger. Though I don't know what the rules would be for a medium human on a huge wolf... Though enlarge person could resolve that.

I'm a little undecided on if I should do a stay and fight kind of fighting style, or the hit and run charges. As that seems to be the two ways to do it.

And there is a LOT of items that could apply for animal companions, and searches are only of mild help filtering out the good ones for the momment...


I'm making an update to an old character I made, and was hoping to get some inputs on how best to build a mounted character, since before I just built him like I would any other melee character. I'll put what I have below and why, and please let me know if you have any ideas. Thank you!

Race
Human (+2 to any stat, going to STR, Skilled, and eye for talent, Animal Companion you gain gets +2 to a stat, replaces bonus feat. Going towards INT)

Stats
STR: 16 INT: 13
DEX: 13 WIS: 13
CON: 13 CHA: 8
STR becomes 18 with racials. This is based off 20 point buy, but could of course differ with different point buys. Strength is my primary fighting stat, Dex/Con could be upped with level ups, for the Extra AC and HP. Otherwise INT has to be 13 for combat Expertise, mostly for Pack flanking. Wis should be upped to 16 or more with headbands and other level ups before you need it to cast.

Traits
Beast Bond: +1 to handle animal and Ride, and 1 is a class skill. These are both class skills, but the +1 is useful in both!

Class
Of course Hunter is this go to, as it focuses heavily on an Animal companion, shares teamwork feats with them, gets free teamwork feats, can apply aspects to themselves AND their animal companions. Not to mention it's a free action to handle your Animal companion with a +4, instead of a move action, and a move to push them, instead of a full round.

One question is if it's worth it for the Packmaster archetype? It seems like there's no REAL downsides if you just, don't take a second animal companion. But if you DO, you can take boon companion to get 4 free levels on like, 4 level 1 eagles to scout, or a level 4 eagle, or whatever you want.

Animal Companion for this I think is going to be Wolf as a traditional choice, and that at level 7, you can start being mounted.

Feats & progression
Human
L1 Combat Expertise/Traded for Eye for talent(needed as a prerequisite)
L2 Outflank (as a bonus, and it's really great, +4 when flanking, instead of +2, and if an ally crits, you can attack that enemy as if they provoked Attack of Opportunity.)
L3 ???/Pack Flanking (You and your Animal companion now flank when threatening the same squares!)
L5 ???
L6 ???Teamwork
L7 Mounted Combat(Wolf "evolves" At this point basically to a dire wolf, is ride-able now.)
L9 ???/???Teamwork

Animal Companion (wolf)
L1 Armor proficiency(light) - Combined with barding, you can buff their survivability pretty well.
L2 Iron Will - to sure up the animal companions low will saves.
L5 Narrow frame - Helps get your eventually large companion into smaller spaces.
L8 ???
L10 ???
L13 ???
L16 ???
L18 ???

Feats are a HARD point for me, because before I just built 2-weapon fighting with a dagger and handaxe, and otherwise built dex. But there's a LOT out there that is SO cool, I can't justify spending all the feats for 2-weapon fighting instead. I'll list a few below that I am considering.

Ride By attack: You can move/attack/move, and don't provoke from the move. Great hit and run.
Favored Animal Focus: Great for the early game to be retrained later, Increases the bonuses your Animal focus gives.
Power attack: For Damage, as with most melee characters.
Combat reflexes: (To take advantage of the Pack flanking AoO and stack on Paired opportunists.)
Spirited charge: deal 2x damage with charge, or 3x with a lance. (Makes me really reconsider my spear for a lance, but we'll see as we level where the story takes him.)
Paired Opportunists: If an enemy provokes from an ally, it provokes from you too. (great to stack on outflank. Crit, provoke for an ally, Attack them again.)
Evolved Companion: Lets you apply any 1-point evolution to your animal companion, and several of them are pretty good.

Hunter Gear
My idea for him came about when I mistakenly thought a third party god, Saren, Was legal material, and kinda built a character around that ideal. Linked below. So I chose Boar Spear as my melee weapon of battle. 2-hands, a hunting implement, and thematic. Otherwise;
The basic magic items, Cloak of resistance, ring of protection, Headband/belt of STAT(Probably wisdom and strength focused?) etc

Otherwise, I am looking at a knife(dagger), Camp axe(handaxe), and a Longbow(for more hunting/ranged) Which should cover a variety of survival tasks and potentially combat.

Animal Companion Gear
Animal companions can only have SOME slots, and Wolves, Quadrupeds with claws, can only have the below slots without the extra slot feat.
Armor: Barding of course for extra AC. Not sure about enchantments though.
belt (saddle):
chest:
eyes:
head:
headband:
neck: (Greater) Dire Collar - 1/day enlarge person(bypassing normal targeting), Greater is animal growth, giving +8 Str, +2 Con, -2 Dex, +2 natural armor, and both lasts 1 minute. Amulet of mighty fists is another good option.
shoulders:
wrist:

Slotless:
Beast bond brand: Lets you use share spells up to 30ft away a few times.
Stone of Alliance: Basically status within 30ft, and you can transfer some negative effects halfway to you, (exhausted to your animal companion becomes fatigue on your both, frightened becomes shaken, etc.)
Whistle of calling: If within 1 mile, you teleport your animal companion to a spot within 30ft of you.

Spells
Undecided at the moment. With spontaneous caster and limited slots, I'll probably be picking up Cure spells, get the summon spells for free, and then buff spells for self/Animal Companion and allies.

References
Human
Hunter Class
Packmaster Archetype
Saren: The Tusked God


So, unlike a few of my other posts where I have a good idea for build already in mind, In this case, I just have a theme, and would like to hear some feedback about it. It's mostly for flavor, but I don't want to be a drag on a team that I'm put in.

The idea is of course a Wolf McWerewolf druid, just throwing as much into that theme as possible for fun. I've outlined my few ideas below, but please, let me know if I missed anything, or if there is anything in particular you like or dislike and why. Thank you!

-Race: Starting off a skinwalker (witchwolf) to set the theme.
Most DM's will approve of this race, so you should be able to just do this and default druid as a baseline.

-Class: Druid
This fits into the theme of a natural hunter/one in touch with nature etc, and sets up for wolf animal companions, wildshape into wolves, and is a decent class all around whether you choose to be offensive or support or utility. The problem then comes into default vs archetypes.
-Moon caller &? Pack lord
Moon caller replaces woodland stride(moving through non-magical undergrowth with no penalty) with a vision upgrade in this order. Lowlight -> Darkvision 30ft -> Darkvision +30ft.
Replaces the +4 vs Spell like and Supernatural fey abilities and plant spells, with a +4 on confusion, daze, feeblemind, and insanity, and Extraordinary(?) spell like, and supernatural abilities of shapechangers.
Replaces immunity to poison with immunity to disease.
And replaces At will alter self with scaling DR/Silver

Pack lord can stack with it, and gives another bonus to wild empathy on top the usual for their animal companion, must select an animal companion, and the ability to take multiple companions, splitting up their animal companion levels between them.
And an Improved Empathic link with ALL the animal companions, like a link with a familiar. At the cost of 1 daily use of wildshape(gained at 6th level)

Otherwise, there's Wolf Totem Druid.
You must select wolf is you choose animal companion, or Animal, community, liberation, or travel for your domain.
You can use wild empathy with a +4 as a full round action with canines(normally minutes long)
Additionally, You gain an aspect while in 'normal form' choosing between +20ft enhancement to move speed, Low light/scent/+4 to track by scent, or Bite(1d4 +trip) with +2 CMb to trip. It starts as a standard and upgrades to a swift as you level, and you can do so for minutes per druid level, taken in 1-minute intervals.
Your Summon nature's ally to summon canines is a standard action, and they gain temp HP equal to your druid level. And you can apply the young template to decrease their summoning level, or increase it by 1 to apply either advanced or giant template, or 2 for both. This replaces the at will alter self.
Your wildshape unfortunately functions at -2 druid levels for anything but canines, that instead, functions at +2.
Lastly, you get bonus feats at 9/13/17 from: Greater Trip, Improved Trip, Mobility, Skill Focus (Stealth), or Spring Attack. replacing your poison immunity.

So that was a LOT of info. But quickly going over my opinions...
Moon caller's bonus to sight is always welcome, and the DR silver is really nice. DR/silver is overcome by silver, or a +3 weapon, and not many bad guys outside the BBEG and elites are typically packing that kind of gear.
Pack lord I MIGHT take for the pure flavor of a werewolf druid running her own wolf pack, and then keeping them FAR away from combat. Better for scouting and potentially camp watch.
And Wolf totem is a bit of a mixed bag. I was going to take wolf Animal companion anyway, and the bonus in 'normal form' is always helpful. the problem is that while good early, canines just don't exist into late game, so while there's a few feats you can take to counteract some of these problems though. Shaping focus gives +4 druid levels, to max level for wildshape. And Boon Companion gives a single one of your multitude of animal companions a +4 level bonus, to max druid level.

-Traits There's some fun traits you COULD select, I'll outline a few flavorful ones below.
Child of the Moon: Pick 1, Climb, Stealth, or Swim, +1 bonus with it. This turns to +2 on the half of the month where the moon is fuller, and +4 on the few days of the full moon.
Animalistic Affliction: +1 on handle animal and wild empathy.
Lycanthropic Blood lust: 1/day when you deal damage with a natural attack, gain 1d6 temp HP as an immediate action, lasts 1 minute.
Shared curse: 1/day as a standard, share your cursed blood with an ally, deal 1 point of damage to them with a natural weapon, they gain a natural bite attack, as from skinwalker, for 2 rounds.
Second chance: 1/day reroll on a failed save. Not exactly flavorful, but CRITICAL for reasons we'll discuss in the last point.

Child of the moon is just SO good on a werewolfy character, and gives you an in game reason to track lunar cycles if you are stuck without the actual curse. The affliction more so states the lycan connection in flavor text, and the other two come from the skinwalker(witchwolf) and are racial traits tied to them. Otherwise, typically universal traits like reactionary are good.

-Feats As discussed before, there are a few feats to mitigate the downsides of the archetypes, but otherwise, a few options below.
Fiendish Obedience: see next item.
Demonic Obedience: For this, you don't need to match alignment for a particular deity. As long as you aren't taking the prestige classes. Both of these feats let you pick a deity(evil for fiendish, deific obedience for good) In this case, you can take both for Jezelda, the CE demon lord of werewolves. Her link is included below for those interested. The feat Fiendish obedience gives you a daily task to complete in the name of your deity, and if you do it, you get a bonus. In her case, Under the night sky, offer prayers to the moon. On nights when there is no moon(up to DM if this means new moon or cloudy/foggy etc counts too) you have to also sacrifice a living creature by tearing it's throat out with your teeth and feeding on the still warm body. Nothing says this can't be a game animal, like a rabbit, or even rats. In exchange, when the moon is visible in the sky, you gain a +4 profane bonus on all saving throws, and at levels 12/16/20(less if you prestige class) access to special powers. The default is 12th: charm animals 3/day, summon natures ally II(1 fiendish wolf or 1d3 wolves only) 2/day, OR beast shape I 1/day. 16th gives: You become a werewolf, even if you normally couldn't. If you are already a werewolf, become a true werewolf, if you are already a true werewolf, +2 Str and Con. Lastly 20th: Use the lycan shape change ability as a swift action, you become a true lycanthrope if you were afflicted, and if already true, gain +2 Str and Con. Demonic obedience is ALSO listed, so may be up to DM if you can double stack them, or just pick one or the other. Demonic gives the exact same progression as Exalted default Fiendish. So even if you aren't a werewolf, you are looking at jumping to true Lycan at level 16 or 20, and if they stack, a +4 to Str and Con.
https://aonprd.com/DeityDisplay.aspx?ItemName=Jezelda

Divine Interference lets you sacrifice a spell slot to make an enemy reroll, which is great to avoid crits.
Natural spell is a go to, lets you still spell cast while in wildshape.
Powerful shape augments wildshape to be treated as larger for CMB/CMD/carrry capacity/Size based attacks.
Leadership is ALWAYS one DM will have to look at before you start your druidic circle to the moon.
Then depending on build, you could do melee feats like power attack etc, or casting for intensified or quickened spell, summoning feats.... Depends on what you are doing.

-Lastly, something the DM may not allow of course. The afflicted/true lycanthropy templates, or, more preferably, The corruption rules Lycanthropy. The templates are not advised, and many would have a hard sell for the DM to let them take them. Typically it's viewed as a curse, and not something people WANT, so a template that almost gives you nothing but positives won't be greatly received. The corruption rules shift this however into each ability being a positive AND a negative, which balances it against the usual levels and abilities you ALREADY have.

A quick rundown for those unfamiliar, You have to be reduced to below 10% HP by a werewolf to catch the affliction. Thereafter, you are at Stage 0 Lycanthropy. You must succeed on a DC 15 will save 1 night of the full moon or go wild. You can fail the check, but still be bound up, preventing you from progressing to stage 1, but then all other nights of the full moon you change with no save, and if you make it to the end, the DC increases semi-permanently by 2 until you gain that next stage. Next, typically, for every 2 levels you've lived with the curse, you get a manifestation of the curse. There's 2 versions. If the curse is just a bad thing the DM wants you to get rid of, you'll just get the bad part, probably of a manifestation of their choice, called a stain. If you willingly embrace it, or DM wants to give you some bonuses, you have the option to take the gift. If you refuse the gift, you instead get a +2 bonus on your save to prevent you from going up a stage. Lastly, the DC for the save increases by 1 for every manifestation you have.

So, with this in mind, you should want to lower the chances of going wild, because after 3 failures, you become an NPC and have to roll up a new character. So with that in mind, there is a LOT that works in our favor with this build. Starting at level 1, you are looking at DC 15 will save, once per month. As a druid, wisdom is a big stat, especially if you want to cast, so you might be looking at getting Wisdom up to 19 at least eventually. For now though, we'll say you start at 16 base, a reasonable number. Witchwolf gives an inherent +2 to wisdom, bumping us up to +4. Witchwolves also get the optional bonus of +2 racial bonus to all saves when shifted. Level 1 druid gets +2 to will saves. And finally, if Dm has allowed, fiendish obedience at level 1 gives you a +4 profane bonus to saves, plus the second chance re-roll. Leaving us at +12 to will saves with a re-roll at level 1 for the purposes of this saving throw. You would have to roll a 1/2 twice in a row to suffer the ill effects of the corruption. And if you choose to be older, to up your mental stats, or take another trait to give a bonus to will saves, or get magic gear or spells to help your save, you could push it even further down, with that reroll there to help, just in case.

I figure all of this plays well into each other, and can be role-played pretty nicely. You feed the beast's urges daily, offering prayers and hunting prey to satiate it. Plus you can hold the beast in check due to your strong mental fortitude. And if DM is feeling particularly nice, When you hit level 14(or sooner with prestige classes) the obedience ability would turn you into a "True lycanthrope" or a natural lycanthrope. Which just gives you control over your transformations. So a reasonable handshake between the template wolves and the corruption one, is at this point(with 6-7 manifestations) you no longer have to make the will saves to avoid transforming.

Thank you for your time, and I hope to hear your feedback!


Mark Hoover 330 wrote:
Pick an aspect...

Yeah, the robot trait was specifically for rise of the iron gods. I still need to look at traits to select some that fit, and a drawback or two. As far as the jungle setting, that was something that I hadn't considered, and though you MAY have ripped off Thundercats, I think with enough difference, it's just 'Inspired By'. But thank you for your feedback! I'll certainly be looking at perhaps a more tribal beginning, depending on the theme for the game, once GM gets it. So a potential urban or tribal background, each one viable. And on the topic of family, I actually usually try to avoid the orphan/The BBEG killed my parents! Trope, as I feel that happens way too often. But I think him having family he isn't aware of and discovering them during a campaign would be great fun. A loving aunt or grandmother who would have taken him in, if the could have found him. I'll have to get out my character building conspiracy board to fiddle with stuff, see what fits.

Sysryke wrote:
I like everything you've come up with so far...

Thank you! I spent a few days trying to think things out. And yes, I haven't quite gotten to relationships yet, as I didn't wanna jump the gun and start establishing all of this, and then as Mark put above, and move from an urban setting, to a jungle tribal town. Though I think just a little reflavoring should suffice for some/most of the important figures, I just haven't gotten that far yet. But trust me, it's certainly on the way! Though as this is still early, I like to have a few things for stuff that happened to him already, but it wouldn't fit to have, "Slayed the demon lord and saved the world" and he's level 1. As an extreme example, but hopefully it gets my point across. That I want stuff to fit what level he is, and how much time he's been doing things. I also like to ask the DM how best to fit me into the campaign, and adapt it to that.

Tim Emrick wrote:
This is background for my monk...

I plan on making him more of a dex-y monk thanks to his racial bonuses. And I had considered a circus/performer start for monk, as I heard a D&D story on Youtube about someone who went that route. But I didn't just wanna copy what someone else did. And I think it mostly depends on DM's interpretation of alignment. The way I typically view it is Good/Evil is if you do it for the betterment of others, or specifically for the harm of others. And Lawful/chaotic is more if you follow 'A' Law, be it the law of the land, of the country, a code of nature or a paladin creed, monk vows, etc etc. Or if you don't care about rules, and do anything and everything to get what you want, within reason. So I think a lawful bound monk should just have to sternly follow some code of living, even if it's not the law that you get arrested for breaking. A good example might be a Pirates or Thieves oath, You may break the law to steal things, but you have a code of honor you are bound to even still.


I am taking my catfolk monk from a previous game. (discussion for build here if you are interested: https://paizo.com/threads/rzs43gb1?Catfolk-monk-build#15 ) And wanted to kind of reinvent him for future games, since he was rather basic for Roleplay. I think I came up with some good ideas, but I was hoping to hear what people have for unique monk backstories that isn't the standard, "They grew up in a monastery!" Feedback, suggestions, or other ideas are more then welcome! We have several weeks before the first session.

To familiarize you with the build if you don't check the link. He's based on the Catfolk monk favored class bonus, "Add 1/2 to the monk’s damage rolls with claw attacks and claw blades. A monk who selects this bonus at 1st level also treats claw blades as a monk weapon. If he is an unchained monk, he can use his style strikes with unarmed strike or claw blade attacks." Catfolk are also +2 Dex/Cha and -2 Wis, so a scaled fist is the way, since it replaces all Wis requirements for monks with Cha. Lastly, he's building off the claw blades, so he's going to take ascetic style to let him use ki strikes, stunning fists, scaling dmg dice, etc with the claw blades.

Now onto the meat and potatoes of this thread, his backstory. I wanted to do something substantially different from the typical monastery, and figure that monk hood isn't something that HAS to be from martial traditions and formal schools.

So I came up with him being an orphan/street urchin in a large crime-riddled city. He grew up eschewing material goods because he could never afford them, and learned quickly that having nice things just let to you being a target for thieves and criminals. He learned out of trial, error, many fights and tears and nights unconscious and bleeding in back allies his fighting style. What worked and what didn't was effort and pain.

He never got nice clothes or armor, as those signaled to others that you had items worth taking, so he learned to be aware of his surroundings and gained a Monk's AC bonus.

He never carried external weapons when younger, as any weapon you have can be taken from you and even worse, used against you. Often fistfights stay just that, leaving opponents knocked out in a gutter or ally, without their purse and bleeding, but alive. But once you introduced a weapon, others drew theirs, and what was a fight for some item, became a fight for your life. So he learned to fight with tooth and fist and claw, Only graduating to claw blades as an extension of his natural claws in his early teens. These blades were useless to any non catfolk, and easy to hide as they slipped over his already existing claws. A bit of paint and it blended in well enough to pass most cursory inspections. Thus he learned a monk's unarmed strikes, and the favored bonus for claw blades as he practiced both unarmed strikes and more lethal blades.

He learned how to move quickly in the backstreets, fleeing with stolen food or away from bandits, eventually gaining a monk's movement speed.

While he doesn't know what he has is Ki, he does know that he can focus his attention and awareness to a knifes edge for short bursts, performing what seemed to be normally impossible feats of agility or strength. He can only do so a few times each day, before the mental strain taxes him too much to be able to reach that state again before resting and recovering. Thus gaining monk's Ki powers.

I'm sure there's more I could work into it, but I'm assuming that he won't be starting a game anywhere outside of levels 1-5. So I think as is, thematically, it seems good an appropriate, though it may conflict somewhat with a lawful locked monk class. Though that depends on DM to DM. In this case, he will have a code of personal honor and his strict training regimen he follows, the former out of moral concerns, the latter because of his childhood of survival in unforgiving backstreets.

In any case, please let me know! Thank you for your time in advance for any feedback or other ideas you may like to give!


zza ni wrote:

i had a 'hero' character who was mostly melee but took a level in wizard along with the right trait and feat to brew potions that helped him

beside the stuff mentioned above already (like healing\air bubble and such) he had:

- potion of ant haul, for them boulder's you gota move (or the car that is flipped over the baby).

- potion of enlarge person (can also be used with the above to move REALY big boulders. extra str and size increases carrying capacity which increase lifting limit which get tripled with the above etc)

- oil of grease (for\against wrestling and has so many other options as well...)

- potion of jump (jumps higher then...)

- mage armor oil (for pets mostly)

- oil of protection from evil (useful to smear on a compelled target as well)

he also had a spring loaded scroll case with important spells scribed like expeditious retreat, long arm, comprehend languages etc (you can scribe more then one spell to a scroll after all)

I never thought about using scrolls. But those are good to add to the roster of potential items. As for the oils and things, I should try to add some of those too to my list of potentials.

I think I focus a bit much on just potions, but it seems potions vs oils are mostly the same, the exception being you can apply an oil to a conscious ally as a standard action. So I think the main difference besides is how you want to roleplay it... Like a potion of grease could make you start sweating a thick oil, while an oil of grease is a quick smearing over skin...

In any case, looking at including more oils in the future, thank you!


Posting in this thread to bump it for people who may not have seen this, or if anyone would like to add their inputs!


zza ni wrote:

for feats at level 13 and 15. since you said you are not sure.

as you are using a kitsune with a build to full attack (and not just cast from the back) id advice grabbing Swift Kitsune Shapechanger (need bab +6 so open only after 8th level) and Vulpine Pounce. (bab 10+ so level 15 minimum)

it seem like the full attack in the feat along with the charge is only melee (as the feat uses charge rules which is with melee attack and only change one attack to full attack). but is a good option for when you switch-hit.
(and some lenient gm might allow a full ranged attack if you charge 10 ft toward the target you are shooting at)

also since the change shape work like a sla (alter self or beast shape for the fox shape), you can technically change shape to the same shape you're at. Which is how the writers fixed the whole 'stay in a form for a long period of time' for shape changers (i think i even seen some notes saying it can be done while sleeping to reset the time and keep the guise up. not sure where).
so you can be changing from a from of kitsune hybrid (form that can use weapons) into kitsune (hybrid form) and charge + full attack each round. (the feat words seem to indicate that changing into the human form doesn't allow a full attack )

I'll try to look into those for reference, but I didn't even consider grabbing those. I can ask the DM for his interpretation, and make a note on her sheet for future reference. Thank you! That's a great idea!


Just gonna bump this once for visibility.


zza ni wrote:

so. i might have missed it in the text, but you are taking weapon focus (bows) and manyshot, so i assume you are proficient with bows

..i just can't tell how though?
you don't get a god's fev weapon, nor something like the elves bow proficiency. and the class is not proficient with bows to start with. nor did you take the weapon proficiency feat.

how are you going to take feats for a weapon you seem to have no proficiency with? (was it waved in as part of the "The world is square" rules? or maybe a trait or something like that?)

Kitsune favored class bonus for Oracle.

“Lower the penalty for a weapon you are not proficient with by 1. Once the penalty is 0, you are treated as having the appropriate martial or exotic weapon proficiency.”

Otherwise, the feats, besides weapon focus, don’t require you to be proficient.

Sorry for forgetting to put that!


So, for a freeport game(pirates and villany and cults!), I am making a backup character incase my current one dies, or in the event I have to switch off for story or personal reasons. In any case, I'll outline the build below, and please offer inputs on potential ideas to improve or add more flavor! If you like it, feel free to use it, or bits of it for yourself! If you want to skip the flavor, head below the dotted line.
Thank you for your time!

The idea is a lv20 Black blooded Waves oracle that starts off heavy into archery, then becomes a switch hitter at level 7 through spells and the water form revelation. I'll start with flavor, so you can get an idea WHY I liked stacking certain things.

Rin and Yua are twin kitsune with grey fur. I leaned into this with the "Gray furred kitsune are often seen as oracles" and decided to do a bit of Yin/Yang with them. Yua is a fey blooded sorcerer, based on mind control magic(stacking the kitsune favored class bonus and the fey sorcerer bonus) then battlefield control with grease, create pit, etc, then fire damage spells, like burning hands and fireball. I also try to go full 9-tails with her if I can through the magical tail feat, and things that give it. Rin on the other hand, is a Black-blooded Waves oracle, focusing on physical damage, buffs, and archery, then switch hitting.

-I chose kitsune because of the oracle line, and the fey sorcerer stacking bonuses, and made them twins.
-I chose waves as an opposite to Yua's fire magic, and physical damage as apposed to Yua's magic focus. (though they both ended up being spontaneous casters, I prefer them over prepared personally.)
-I chose black blooded because a description I read for how people get the waves mystery, is through drowning, and black blood treats you as undead for positive/negative energy, AND stacks cold resist/immune for the icy spells and effects later, and also has the cool flavor of her body being chill to the touch, like a corpse.

--------------------------------------------------------------------------- ---------

So now, onto the ACTUAL BUILD.

--A quick preface. DM has authorized "The world is square" rules, which consolidate a LOT of feats and remove others. I'll identify which ones matter below, before the build.
-Point blank shot is removed, precise shot is now the perquisite for anything that required it.
-Power attack/Deadly Aim is now free at BAB +1
-Weapon focus now targets fighter weapon groups, not individual weapons. ex. Bows, not Composite longbow.

--Race: Kitsune (-2 Str, +2 Dex/Cha)
This sets up fairly for an archer oracle, as Cha is the casting stat, and dex is your to-hit. Wether rolling or point buy, Dex is your biggest priority to qualify for feats. I take Fox shape for flavor, but otherwise, not a lot of choices directly effect here from race.

--Class: Oracle(waves) [Black-blooded archetype]
Oracles are spontaneous casters with 3/4 BAB. So with buffing options for self and party, and picking cure light as your free spells, you can multitask pretty well as off-healer, ranged damage dealer(eventually melee too), scout, and buffer.

The black blooded archetype is taken for flavor, but mechanically, gives access to a few more revelations and locks you into the black blooded curse.

Black blooded curse: Turns your blood black, positive and negative energy treat you as undead(channels, cure/inflect spells, etc etc), -4 on all dex skill checks(our dex is high enough to cancel it before skillpoints are added, still hurts), and a scaling resistance, then immunity to cold damage.

--Build By level
F1: Fox form(free racial)
F1: Precise Shot - A ranged -4 into melee SUCKS.
R1: Water sight - Pair this with 1st level spell obscuring mist, and have fun shooting everything that can't see you! This also lets you scry in any pool of water for rounds=level.

F3:Rapid Shot - More arrows=more damage
R3: Ice armor - Scaling AC with level no ACP or encumbrance, but hrs/day +4 AC, and a +/-2 AC if it's cold, or hot weather. Paired with frost spells/damage and your resistance/immunity, it should mostly be +2, maxing at +14 AC, DR 7/piercing at 19th level, with cold bonuses.

F5: Weapon focus (Bows) - You like hitting your target?

F7: Extra Revelation: Fluid Travel/wintry touch - Hard choice. The other goes to level 15's revelation. Fluid travel is hours/day, you can walk on any liquid surface, water, acid, lava(though you still take fire damage from being close), or you can go underwater, gaining 60ft swim speed, and you can breathe under water. Alternatively, Wintry touch is a minor frost touch, 1d6+1/2 level 3+cha times per day. But at level 11, ANY weapon you hold becomes a frost weapon.
R7: Water form - What makes this a switch hitter, is buffing up, bulls strength, divine favor, etc, then water forming. Keeping your ice armor and melee weapon, go to town on people who try to rush the archer in the back, or help allies on a needy front line.

F9: Manyshot - As before, more arrows=more damage

F11: Clustered shots - To bypass DR that many small hits have a HARD time with.
R11: Blizzard - As a standard, create 10ft cubes per level, they all must be adjacent to at least 1 other cube, and at least 1 has to be adjacent to you. Anyone inside takes 1d4 cold damage per oracle level (at 11 that's a nice 11d4) per round, lasting Cha mod rounds. Also provides cover like obscuring mist. Leaves the ground Icy(acrobatics DC +5) and SHOULD not affect you much because of cold resist/immunity, (cold resist 10 at 10th, immune at 15th) and shouldn't blind you like obscuring mist because of water sight, and should proc your ice armor to be at it's best, WHILE shooting arrows, or transforming into a large or huge water elemental.(depending on level)

F13-19: Unknown - I don't know of any other good archery feats to take besides maybe far shot. So this could be the opportunity to take magic crafting feats if your group needs it, or more melee feats to be a better switch hitter... Or take more extra revelation!

R15: Fluid Travel/Wintry touch: As above.

As before, tell me what you think, and I know it's FAR from optimal, but I think the flavor built in is really fun.


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