As to your actual question.
If your desire is to actually use the weapons you are asking about the best answer is warpriest.
Katana and Naginata are marital weapons if you use them in 2 hands. Katana (exotic) is the favored weapon of Shizuru basically the samurai god.
Technically you could use this magic item to purchase proficiency with any number of finicky eastern exotic weapons. Playing a Tengu to access the sword trained racial quality is also entirely workable in this case. I vaugley recall some combination of tiefling bloodline and a trait that dropped non-proficency penalties to 0.
the gnome racial trait 'master tinker' makes you proficient with any weapon you have personally crafted. Some obvious potential hijinks right there.
So magic items, knowledge and I assume spellcasting are the primary desires for this? My suggestion would be wizard or Arcanist with investigator Empiricist on the other side.
Fortunately for crafting if you lack a spell required in a magic item you can substitute by increasing the spellcraft DC by 5. I've personally found quite a bit of fun in a shaman/slayer gestalt as the two classes mesh together exceptionally well in both flavor and power.
The "best" at everything is near impossible but hyper focusing your gestalt on one aspect (combat/spells/skills) is exceptionally easy and very difficult for a GM to deal with unless the entire party is built to one specific end of those points.
So this certainly sounds amusing, sounds like the sort of game where you could take a couple spins on the TVtropes page and come out with some interesting if contradictory concepts. So what themes do you intend to primarily draw on for this game? Making a character that fits with the general thrust of the world is going to be easier if we know what you intend for that world.
I'm not asking for a spoiler but it would be good to know how much nightmare fuel this setting is going to have.
You'll also find the Maelstrom shield something quite desirable if you happen to like combat maneuvers.
I'd still say your group looks like a trap finder would be appreciated. Any proper crawl isn't complete without a hefty number of horribly lethal traps. Eyes of the eagle are always good as well. Seeing the trap is significantly more important than actually being able to disable the trap. Though being able to both is very nice. Its going to delay other stuff but you could also play around with a dexterity build.
The closest in game weapon I can think of to a "fire blade" would be the Laser torch
the spell Holy ice weapon gives you a weapon made of frozen holy water that does a hefty chunk of bonus cold damage.
Amusingly there is also a force multiplier in this venture the Akitonian blade from melee tactics toolbox makes wushu leaps possible with several other classes as well as the ninja. As to the core question I have no idea if this was ever addressed further by the paizo rules.
Hrmmm.. Well I had an idea for a cleric of Erastil fallen from grace and given a mission. Getting told to find a relic lost by another adherent of the same god in the dungeon of graves sounds punishing enough for an old testament type like deadeye. He got to keep his powers at the very least though, it ought to not be that hard. right? Crunch wise I noticed that on top of not having a healer or an arcane caster that with the raw number of combat focused characters in this group it is criminal to not have some manner of bard in the group.
Archetypes are permitted on the randomized class. Take the Emperyal or Sage wildblood bloodlines to use either wisdom or intelligence as a casting stat.
the dwarf Hardy racial quality is really good as well. +2vs spells, spell likes and poison covers a lot of terrain.
race: 1d8 ⇒ 8
what is the history and culture of your worlds dwarves like? Tolkienian or is there some other culture or history I could draw from for ideas?
PbP games typically have one or more players drop after starting. I've seen several GM's on these forums take one more player then they intended just to serve as a measure against having to do another recruitment as that week long pause while a new player is selected can be pretty lethal to a PbP's momentum.
After scratching my head for a bit I realized PG on the end of that acronym for the hare was likely a players guide.
So i just looked at that archetype and realized why I disagreed with it. Your BAB drops to the wizard level 1/2 ontop of losing a domain and medium armor proficiency. Also lose spont cast of cures.
The Herald Caller archetype gets a bunch of nice stuff for summoning monsters but more importantly it gets skill points kicked up to 4+int.
One of the cleric archetypes from ultimate intrigue trades a domain and some armor proficiency in exchange for 6+int skill ranks per level. The Cardinal.
As we are in a homebrew setting a reflavoring of the warpriest Mantis Zealot archetype could work.
They are a league of assassins in the GoT series that are masters of disguise. In a setting of nearly no magic their abilities of disguise are considered wizardry. No one can keep them out and those who know of them fear and respect them.
Got spoilers:
Also it really is magic which is why they are so damned good at what they do. So I'd take the general idea is the more physical aspects of stealth will be first in our build? @Browman
Though I think a big ol' wasp might be fun for a wizard pet. Also was it you who wanted to do cleric?
Far as I am aware Deep magic is not available online barring you having the PDF.
they changed some of the races age markers. Tiefling Aasimar and Dhampir were some of the ones that specifically got a bump in the direction of human average. You might reconsider your limit on those.
I'd been thinking a wizard/paper mage.
If permissible I'd be interested in using the Kobold press book Deep magic for their rune and ink magic spells.
Yeah one of the best parts about the game is the multi-faceted layers in the choices you can make.
Though I will fully admit to being too much of a weenie to do the genocide run myself. I'm not the best at 'bullet hell' type games and after watching a lets play of that side of the game I can fully say I'm glad I didn't. I hadn't seen 311 before. Johnathan Young I've heard before but its always nice to see again. With your mention of steven universe I wonder if you've heard Caleb Hyles version of Stronger than you? Its fairly fun.
A shame. I was fortunate enough to be able to play the game blind.
Seriously a spoiler.:
I killed Toriel on accident and restarted. Then got called on it in dialogue cues by that character and then Flowey when he showed up next. That little flowers dialogue was dead on. I've also been finding the fan remixes of the soundtrack to be on average of high quality.
Whats the level of optimization do you want for this?
I was thinking a Dhampir oracle of Baccob could be fun.
I had been thinking item crafting was a viable idea for a character like that and wanted to know if you were Ok with crafting prior to game or if you prefer that occur while the game was happening. Though my elevator pitch might change if 3.5 stuff like Radiant servant is permitted. That was a rather potent prestige class for clerics and there is lots of relics from those books which might be fun to bring into this.
The most common enemy types in RotRL are big honking beatsticks and
Lots of spells modifying basic monsters to make them more effective or monsters with spellcasting.
If you can spend money/scroll costs on a few spells of permanency you'd find some use.Getting see invisibility, arcane sight and comprehend languages as permanent effects would enhance your abilities without taking up magic item or spell slots.
Dervish Dancer wrote:
So your shadowbard (who is emulating your performance) would grant its benefit to itself. As the spell has access to all the performances that you do and the only inspire courage effect you have grants those bonuses to yourself through battle dance. As you don't have access to the unmodified version of inspire courage neither does the shadow bard who is using your characters abilities as a template.Consider bards escape as an alternative. Just like expeditious retreat what it says on the tin isn't actually the best use of the spell.
You are also missing out on the feat discordant voice. Which is amazing for a bard with as many attacks as you will have. Though it works best when the whole party can get in on the action.
You might find the Arrowsong minstrel of interest as an alternate route to AA.
Additionally if utility is the desire the bardic masterpiece Arrowsong's Lament would let you do some interesting things.
a few sets of Mnemonic Vestments (a steal at 5kgp) and a spellbook with bard spells in it would let you fill in utility gaps with your own spell list as well. ------------
Disguise self is just going to get you caught by 90% of the stuff you want to sneak past as detect magic/arcane sight is a more common thing in high level.
Grease has a save. Keep for comedy value if you desire but don't expect it to be of any use against monsters at the level you are. Anticipate peril can be made significantly more useful with the addition of a lesser intensify rod (Lets you get a +10 to initiative instead of +5) Heightened awareness is a better spell to have up if you don't know when combat will start/ might get ambushed. It can be burned for a +4 bonus to initative (which stacks with Anticipate) So you might consider getting a wand of it if ambush is your jam. The bonus on this spell is static and works just as well at CL1 as it does at CL21. As blur and mirror image both accomplish the same thing consider Acute senses instead of blur. getting a +30 to perception for 12 minutes (Or double that with a lesser rod of extend spell)
Slow, as above it has a save. Anything you are going to want to affect with it is going to succeed or totally negate you with spell resistance.
Unwilling shield again, has a save. Unless you intend to have a dominated troll or some other manner of regenerating beatstick following you to have fodder for the spell it isn't worth casting as it will just get ignored.
Deafening songbolt is nice, but overcosted.
---------- Phew. That got long.
Assuming your GM is game with stuff from it the Martial focus feat from weaponmasters guide would let you pretend you had Weapon training so that you could then burn a feat to access Fighters finesse.
Though 2 feats for such a thing might be asking too much. You could also ask the GM what a size reduction enchantment like the Sunblade would cost you to toss ontop of the staff as it is now.
the spell Share Language would give it knowledge of a language.
It would be nice to have a compiled list of the various houserules and changes we will be using before diving into this. I'm thinking an Alchemist. With crossbows having a special place in the system for piercing I'd wanted to see how the Explosive Missile discovery plays with things.
My other thought had been to play a summoner with a Weapon based combat pal/ horde of elementals so I could have them do stupid things and test the combat system with either a group of smaller opponents ganging up on a bigger thing or a bigger thing stabbing smaller things. though looking at the party layout we could likely use a character capable of handling traps. I figure between a monk and a warpriest Perception would be covered enough that more of the concern would be disabling the traps rather than finding them in the first place.
Some good teamwork feats. Not all of them are specifically for ranged combat but they are helpful regardless. Friendly fire Maneuvers
At L3 I would suggest either Friendly fire tactics or Shake it off.
Or if you wish to avoid the complexity the Preacher archetype lets you trade solo tactics (and bonus teamwork feats) for a different ability.
If saving throws against magic is something you want to be good at consider playing a Dwarf.
This would overcome your spell weakness and let you play a rogue without it being an issue. If you'd prefer ideas for other classes to play I can provide suggestions as well.
The Slayer class would do better in combat and have less moving parts to read an understand than the Inquisitor.
The size modifiers are as they are to permit characters of smaller sizes to be viable melee combatants without jumping through flaming hoops of system mastery. (Gnomes, Halflings)
It is also incredibly boring for combat maneuvers as larger creatures are Always going to win checks if the size bonuses increase. Even against stuff like dirty trick that makes absolutely no sense to be decided through a contest of strength.
6000 as a 4rth level Pc character from the chart on this page Cuz Spooks said so. Though I do seem to have my purchases off slightly. I don't have 33 gold remaining, I have five. Must have missed some random item on my list. Heres hoping basic magic items are not impossible to find where we are.
Name: Altair Mooncalf
Personality: Analytical, Sharp witted, Penitent, Sombre
Should have the sheet up by the end of tonight. Just need to get gear picked out really.
Fine by me, I'll swap it or keep it once you have a decision. As to crafting/potions. Fair enough. Would there be any issue to a human sub-race with the classic elf Array?
This one hails from a distant city of smog that grew corpulent as trade from the sea and mercantile victories on land condensed more and more influence into the hands of the few.
@Orntorias
I suppose I can try to make a poison farm in game to dull the costs on such things and permit me to take advantage of that part of my class features. It seems from the descriptions in the players guide that this campaign uses the Pathfinder Unchained poison track rules.
I'm also fairly sure I'll be taking at least a one level dip into Stalker now that I've looked at the class.
Well I guess my alchemist gets to pretend to be a high caster until L9 then. I'd prefer to trade the Brew potion feat for something else if that is viable then. Normally PFS alchemists trade it for Extra Bombs but that obviously won't work. Would it be alright to exchange for the Sphere focus feat? And alchemical tools, which are mundane items?
@Orntorias
Consider the Arsenal Chaplain archetype. It would let you skip the feat tax and let you have weapon training outright.
Well unless you plan on taking the startoss feats primarily for the damage boosts and are going to rapid shot/ TWF to output a crapton of stars in a round.
thats entirely fine. I was going to take Sorcery as a sphere and use the White dragon bleed damage thing as my go to. *blink*
Am I correct to assume that the Specializations for the spheres are to reflect the Incanter/Wizard class abilities?
As it is granted to me by my class will there be opportunities for my character to make potions in the future?
I'm not finding myself terrifically interested in this now that I've set out to build a character.
So I believe I'll be withdrawing from this. @Trawlets
you will likely find a race other than ratfolk more useful unless you can convince one of the other players to roll one.
I am quite interested in this one. I had an idea for a fallen blood hunter seeking a better way in the world. With that in mind I'd like to play an Archaic alchemist with the Beastmorph and vivisectionist archetypes. (Man is that archetype pile-up ever going to be fun to write on my sheet.)
I had a few questions on that though.
As it was not changed would I be correct to assume that Mutagens will be staying the same for this game? As this build encourages bleed damage I'd like to know if you would be alright with me selecting Flensing strike as a feat once I qualify for it?
Thinking on it would it not make more sense if we are using this as a test for your rules base line to stick to a point buy?
I'm assuming that familiars under your rules use their own HP/BAB/Skills/Saves from class levels?
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