Inevitable

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Organized Play Member. 29 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Imbicatus wrote:


Fire is always good if you want to blast.

Cave is fantastic defensively. Tremorsense + Earth Elemental wildshape + Natural Spell can be quite hard to deal with.

Desert is cool, Blur is nice and you get to summon a Djinn.

Eagle + Monkey give familiars and some nice abilities.

I enjoy water and wind-based spells a lot more than fire. Cave is definitely cool and I have been considering it a bit. Desert has some amazing abilities but the spell list overlaps nearly completely with the base druid spell list. Which is what is keeping me from taking it immediately.

WagnerSika wrote:

Spell focus conjuration, augment summoning superior summoning are the staples for a druid if you are going to summon at all. Dazing spell is nasty on many druid spells.

Menhir savant is IMHO the best archetype for caster druid.

If by disabler you mean battlefield control, druids have that in spades. If you mean single target save or sucks, not so much. I recommend checking out this guide.
Spells section lacks the newest spells, especially the higher level entangles, but otherwise it's a good guide.

I definitely was talking about battlefield control. I was hoping not to summon much on this character and really focus on control/light blasting. I have read a bit of that guide over the past day and he makes some good points. I am very confused about domains at current. I really like Water/Oceans, Earth/Caves and Air/Wind. Really don't know what to go with at this moment.


Gregory Connolly wrote:

Str 7 (-4 points)

Dex 16 (10 points)
Con 16 (5 points +2 race)
Int 10 (0 points)
Wis 20 (17 points +2 race)
Cha 7 (-1 points -2 race)

By my count that is 27 point buy not 20 and needs to be reduced for society play.

Fixed! Thank you!

Str 7
Dex 14
Con 16
Int 11
Wis 20
Cha 5

Forgot my Cha was dumped so much.


I have currently decide I am going to go toward making a Menhir Savant Druid for Society play. I am playing a Dwarf and dumping Str/Cha. Bringing my stats to look as such:

Str: 7
Dex: 16
Con: 16
Int: 10
Wis: 20
Cha: 7

I am now deciding if I want to know what feats would be beneficial for a full caster druid. I know I want to get Natural Spell and Planar Wild Shape some way down the road to make myself even beefier. What I have no clue about is what Domains would provide the best casting ability? I would like to be mainly a disabler with an average amount of damage.

On top of that I have been clueless about a first level feat. I know the typical Toughness and Imp. Initiative are good and they may be fall-backs for now. But I was curious what suggestions others had for useful feats.

I would prefer a domain that would provide some earlier spellcasting support (1d6+Wis or similar spells).

Thanks!


Dafydd wrote:

The Storm Druid is just what you are looking for.

You get 2 domains (ok, 1 domain at first and a second at 9th level) and can spontaneously cast those spells. He does not have the power to spontaneously cast his summoning spells, but you did not want a summoning focus, so who cares.

Note, you do end up with a lot of focus on lightning between Call Lightning and Chain Lightning but you can toss in earth/acid, fire and water with the generic druid list in what you prepare. Also note you can prepare basic cure spells too and have better weapon choices then the standard blaster caster (ace in the hole Flame Blade or Gozreh Trident too)

So as a Storm Druid I am forced into Weather or Air domains. I can deal with that but is my spontaneous casting on limited to these two domains or can I spontaneous cast from any domain if the spell is of correct level or lower?


I have been contemplating playing my first caster in Pathfinder and really have thought the idea of a blaster druid focusing on destroying with the elements as a fun time. I have heard quite often that compared to other casters, druids are not quite as good with straight damaging spells and really excel when they focus more on summoning.

I am not really into the idea of summoning and I love the druid flavor. Some of the spells that stand out to me are wind manipulation spells, sirocco and horrid wilting.

With all of this prefaced I am mainly just looking for some guidance. Maybe help point me in the direction of some helpful feats, items, wildshape and maybe a fun domain (I like Water/Ocean, Plains and Desert the most so far though).

I will only be level 1 but would like to have some idea of what to build towards. This is for society play.

Any help at all would be appreciated. Thank you!


I am currently building a dagger tossing Investigator. I am curious with multiple daggers what are the correct calculations for thrown weapons.

What do I use for my Attack Bonus and do I gain a minus to anything for throwing a dagger?


I am currently thinking of White Haired Witch Dipping for a Brawler/Monk to gain the natural weapon and access to the Constrict ability. I notice that the hair does damage as intelligence. Does this only apply to the direct damage the hair deals or is it applied to the constrict damage as well?

As for that is there a way to use this archetype in a Brawler/Monk build without having to invest heavily in Intelligence?


Bump for clarity.


1 person marked this as FAQ candidate.

To preface this. I have heard all the rumors and negativity of a White Haired Witch. I know people think Prehensile Hair Hex is better. Yada yada. I like the flavor and I want to enjoy a fun character that I will be roleplaying. I think with some Monk/Brawler help. I can have a formidable character with some extremely fun grapple attacks.

My main question stems from the usage of Weapon Finesse. Am I correct to assume that with a high Dex and Intelligence that a White Haired Witch with Weapon Finesse can use Dex to Hit and Int to Damage?


Paladin of Baha-who? wrote:

Is this for PFS?

Gory finish only works if you reduce your target to negative hit points. Nonlethal damage doesn't actually reduce HP, so it wouldn't apply. A character with 100 HP who takes 101 NL damage is now at 99 HP with 100 NL damage, which causes him to be unconscious, but he still has positive HP.

This is for PFS.

Would there be another feat/option I could use to combo with the feats I have chosen prior to Gory Finish.

So nonlethal also does not stack with regular damage. So if I hit a 16 for NL damage on something with 20 HP. And then I decided to supress my Merciful Magic Weapon and I hit for 10 damage lethal. He would be at 10 HP?


I am planning out my character at the moment and I just wanted a little input on what my feat progression looks like at the moment. I took into consideration much of what the forums suggested to me yesterday and did some of my own research. I am about ready to hit level 2 but I have planned up to 11. Let me know what you think and how useful this character would be.

Human Sanctified Slayer Inquisitor of Sarenrae

Str: 10
Dex: 18
Con: 12
Int: 10
Wis: 14
Cha: 12

Inquisiton: Redemption

Feats:
1. Weapon Finesse, Enforcer
3. Dervish Dance, Precise Strike (Teamwork Feat)
5. Weapon Focus (Scimitar)
6. Outflank (Teamwork Feat)
7. Dazzling Display
8. Shatter Defense (Combat Trick)
9. Coordinated Charge (Teamwork Feat)
11. Gory Finish

Traits: Blade of Mercy, Armor Expert

Weapons/Armor: Scimitar, Repeating Crossbow, Mithral Breastplate
At level 12 I would be adding 5d6 to my rolls for Non-Lethal with no -4 modifier thanks to Blade of Mercy. A modifier of 0 thanks to Armor Expert on the Mithril Breastplate.

Does my feat progression look alright? Can gory finish be used with non-lethal damage? Are there any suggestions for order or other similar feats? Am I calculating the Greater Bane and Merciful d6 counts correctly? And am I understanding Blade of Mercy correctly?

This is my first extended build


I had one more quick question that would maybe sway the way I build this character.

Would the Bane ability stack with the Merciful Magic Weapon that I would get from Redemption Inquisiton? If so would it add +3d6 damage, as the Bane would give +2d6 and the Merciful would give +1D6? And so forth later to 5d6 at 12th level? Would all the damage done with these be considered Non-Lethal?


I am currently playing an inquisitor who has jumped from build to build in his first level. I am finally able to hit that solid locked in level two. I had a bit of fun last night playing a Weapon Finesse Inquisitor last night. Not as highly optimized as some may build but it was still enjoyable. I am not looking to be completely optimized because I find the flavor of the character more important than the stats. I just don't want to be completely useless come higher tier modules. The build currently looks like this:

Human Sanctified Slayer Inquisitor of Sarenrae 1

Str: 10
Dex: 18
Con: 12
Int: 10
Wis: 14
Cha: 12

1: Weapon Finesse, Enforcer

Redemption Inquisition

Traits: Armor Expert (planning on using Medium Mithril), Blade of Mercy
Weapons: Scimitar, Repeating Crossbow

I really enjoy the flavor of the ex-assassin redeemed and using his skills to seek others that have lost their way and quickly dispatching them if they do not see the light.

I was planning on getting Hurtful at some point to put my intimidate checks to use, as well as taking Dervish Dance to make my Scimitar use Dex for damage/rolls.

Onto my questions I guess. Firstly, does this build have the possibility to be useful and not fall off horribly once I hit that 7-10 area? What feat changes would be useful? Would any class dips be worth it to strengthen my prowess as an dashing intimidating human inquisitor of Sarenrae? How would this affect my casting? And most importantly...does Inquisitor lend itself well enough to be considering a Weapon Finesse build as I go forward?


ElSilverWind wrote:

Toughness and Dodge are always decent level 1 feats that you can retrain out of in PFS after 1st level.

Maybe something like Judgement surge to beef up your Judgements once a day?

Running Sanctified Slayer takes away Judgements completely but replaces them with Studied Target. At some point I will have the ability to Study Target with a swift action. Along with that I am focusing on Dervish Dance (+Dex to Damage/Attack with Scimitar) and Redemption Inquisition will give me an extra d6 of damage on my attacks (non-lethal).

So at the moment I am focusing on using enforcer with blade of mercy. When I am able to grab Hurtful I will do that and hopefully be a fairly decent damage with above average AC, the ability to debuff (through casting and intimidate checks on hit) and work well as a social member of the party.


I am currently building a Human Sanctified Slayer Infiltrator Inquisitor of Sarenrae for my PFS games. I am planning on going melee with weapon finesse. I was able to grab Weapon Finesse and put a rank into Perform (Dance) so when I get to level 3 I am able to take Dervish Dance. The problem I am having at the moment is knowing what feats would be useful at the point to help boost my melee damage.

Not starting with +1 BAB as an Inquisitor I am unable to take Piranha Strike. So if anyone has some suggestions they would be MUCH appreciated.


Thank you for your ideas! I ended up with going with the quarter-elven idea. Dead Mother, Father set up by Uncle, Uncle a member of the Red Mantis. Redemption after finding out about what transpired.

Hopefully Red Mantis fits alright with a PC.


I am currently doing my final take on my Inquisitor before I level up to two after tonight. I am currently running a Human Sanctified Slayer Infiltrator Inquisitor of Sarenrae. I am using Scimitar and Dervish Dance as my focus for this.

I am thinking of a redeemed assassin type character. Which is why I decided to take the Redemption Inquisition. Where I am having trouble is with the traits. I really like the Elven Reflexes trait and it's the only true thing I've added to min/max a bit. Having taken adopted and taken the trait I have no clue how to fit in the being adopted by Half Elves into my backstory.

Any suggestions? Just maybe a little bit of a lead to start with?


Weirdo wrote:

You can (and should) stack animal companion levels as long as the companion you choose is available to both classes. (FAQ)

Your companion can gain extra benefits from both classes, but you have to earn those abilities by reaching the appropriate level in each separate class.

A Wild Child Brawler 1/Sacred Huntsmaster 5 will have a 6th level animal companion, which will share your teamwork feats because of the 3rd level Sacred Huntsmaster ability Hunter Tactics.

A Wild Child Brawler 3/Sacred Huntsmaster 3 would also have a 6th level animal companion which would share your teamwork feats and also be trained in one maneuver as a bonus trick (as per the Wile Child's modification to Maneuver Training).

Neither combination gets the 5th level Wild Child "Wild Tricks" ability because while they are 6th level characters they are not 5th level Wild Child Brawlers.

Thank you so much for the answer. Very informative. I now have many options to mull over.


Let's say I chose to be a Wild Child Brawler 1/Sacred Huntsmaster 4. When I reached level 5 between the two do I get the benefits of the Wild Child 5th level bonus or just the first level bonuses?

Secondly. If I do multiclass into both of those archetypes for their respective classes do I gain extra stats on my pet from being part of both Classes/Archetypes?

Thanks for helping a newbie!


BadBird wrote:
Secret Wizard wrote:
Would rather just not tank CHA, take Rage Subdomain/Anger Inquisition.

Yeah those can work nicely instead, though either way you'll want at least one Extra Rage since they have dismal round/day progression. Charisma is actually kind of a non-issue since you'll need Intimidating Prowess if you're serious about intimidation and don't have wisdom-to-intimidate, and then with Intimidating Prowess you're pretty set whether you dropped charisma or not.

The main asset with a level of Barbarian is that you get an instant half-dozen or more rage rounds, some proficiencies (including Heavy Armor if you want to go that way), and you're free to take a different Inquisition.

I have a Southeast Asian Pharasma Cultist themed Witch-Hunter Inquisitor using Urban Barbarian 2 to pick up Controlled Rage and Greater Brawler while using the Repose:Ancestors Subdomain. It's annoying to have the Inquisitor stuff delayed so much, but the overall combo using Divine Favor, Judgements, Bane and the Gentle Rest power with Rage while wielding a 9-ring and heavy shield and making bonus Dragon Style unarmed strikes I call 'shield punches' is pretty great.

The real question comes into play when I have a Skald in the group for half our sessions. He will allow me to Rage-light for quite awhile. I do enjoy the theme and flavor of Armored Hulk 1, Sanc Slayer X. I am thinking I will do this and just play it because it sounds fun.

I decide against tanking my Charisma and will just use intimidating prowess. This frees me up to check out Domains/Inquisitions when I hit 3rd Level.

My build currently stands like this at level 1:

Half-Orc Armored Hulk Barbarian 1 (will eventually be AH Barb 1/Sanc Slayer X)

Str: 18 (+2)
Dex: 10
Con: 14
Int: 10
Wis: 14
Cha: 10

17 AC | 2/0/2 Saves

Sitting at Intimidate 10 and Perception 6.
Traits: Unnatural Presence / Magical Knack
Feat: Intimidating Prowess

I feel like this is alright but some info would be greatly appreciated!

The two major problems I am having are the want to use Blistering Invective but lacking multiple languages to do so. Is there a way to pick up more without an Int increase?

And secondly, how does the Armored Hulk Barb bonuses work if you only take 1 level of Barb. Do you still gain Armored Swiftness if you only take one level?


How are passives, skills and all bonuses allocated to the character sheet when you dip into another class?

I have lately been mulling over the design of a character that fits me. I have really narrowed it down to Inquisitor (I just love all the possibilities for RP). And since I have let the ideas tumble through my head while reading various threads.

I have been pestering people here about an Intimidate build for a heavy melee fighting inquisitor. But as of late the idea of a stealthy Infiltrator Inquisitor/Rogue has been bouncing around in there.

The main reason this has come to the forefront is that my current weekly group is running everything BUT a stealthy character. We have everyone just run headlong into fights and hope for the best. Along with not really having a good face for the party (Wisdom to Bluff and Diplomacy twice...yum).

So as a newer player I just wanted to know how the dipping functions. What options I have with these two classes. Would it be better to Rogue and dip for a couple levels into Inquisitor or vice versa? I am also concerned about combat as a combo of these two. I would not need to be the most lethal member of my group (We have a Paladin that rips things apart and a Summoner lighting things up with his Eidolons).

Thanks for the help again! You are all wonderful!


BadBird wrote:
Having everything that your main class does delayed by a level is a pretty significant penalty. Look at it in terms of what your character looks like on a specific level rather than in general to get an idea of how it goes. Everything from your Judgements to your Spells suffers. If you're going to take a level of something else there should be a really good reason. Gaining the ability to rage improves your melee significantly more than that one lost level of Inquisitor (except maybe for level 5 when you don't have Bane yet), but it's not without it's costs.

Losing my Judgements really isn't a big problem because I am honestly think of doing what a lot of people have suggested and going with Sanctified Slayer.

So far I have narrowed it down to Sanc Slayer with a possible dip into Barbarian. I am not too worried about my caster levels as of now because I am planning on being a skirmisher and dealing a lot of damage while using my Intimidate stat to assist myself and (to a slightly lesser extent) my party members.

If I was going to dip Barb would you suggest it be at level 1 or would it be valuable to delay it? What would a starting build framework be that I could extrapolate on?

And lastly to break away from the mold...is there a way to play an intimidation role as a ranged Inquisitor?

I am sorry for all the newbie questions. Really daunting when starting and trying your hand at customizing your character to what you want to do.


BadBird wrote:

Hurtful is really, really good, though Inquisitors - and particularly Sanctified Slayers - get kind of hurdled on the swift actions.

If you're willing to dip a level, why not a level of Barbarian (Urban? Armored Hulk?) and some Extra Rage? The +4STR is hard to beat as a combat buff, and once you can start playing with a Furious Courageous weapon and Greater Magic Weapon it gets monstrously powerful. Losing one level of Inquisitor is annoying (and you'll probably want the Magical Knack trait), but for sheer melee power it's a very good trade-off.

Regarding this losing a level on Inquisitor. Being very new I am completely in the dark why it would be so detrimental to lose a level or two on Inquisitor? I am assuming it would have to do with Spells per day and caster level. But why does it hurt an Inquisitor so much more than other classes?


Renegadeshepherd wrote:
What domain or inquisition did you take? That makes a big difference.

Conversion Inquisition.

Secret Wizard wrote:
Neverethe wrote:

Awesome insight everyone. I am seeing a lot of talk of Sanctified Slayer and I am thinking of going this route. I really don't want to lose my spells later on and would feel that the bonus as SS is on par with Judgements. I am curious though with the SS seemingly being more geared towards a stealthy character if it would be a hindrance to a high strength build.

I am assuming that getting my AC up at level one will be more important than taking Power Attack right away. .

You don't qualify for Power Attack at level 1. It requires BAB +1.

And SS is not geared for Dex or Stealthy characters. I'm running a STR SS and it works well. I like it better than the limited use judgement.

The Heavy Armor is something I was curious about. How does Stalwart interact with Heavy Armor? Is it completely negated?


Awesome insight everyone. I am seeing a lot of talk of Sanctified Slayer and I am thinking of going this route. I really don't want to lose my spells later on and would feel that the bonus as SS is on par with Judgements. I am curious though with the SS seemingly being more geared towards a stealthy character if it would be a hindrance to a high strength build.

I guess the other main problem I am having is order of feats taken. I am liking the idea of Power Attack > Cornugon Smash. But I would also like to take Heavy Armor Prof.

I am assuming that getting my AC up at level one will be more important than taking Power Attack right away.

Thanks again to everyone for responding and I am going to continue fiddling with this character. Any more suggestions would be absolutely amazing.


I jumped into the world of Inquisitor last night and had a blast. I am still fairly new to Pathfinder (and tabletop in general) but think I may have found a class/playstyle that fits me.
That being said I have started out with a Half-Orc Inquisitor (of Gorum but that is open to change). Society Play also.
My build at current looks like this:

Str: 18 (+2)
Dex: 11
Con: 14
Int: 8
Wis: 16
Cha: 7

I am wanting to have him be primarily melee focused but will most likely stick with light armor. I know there are some extremely helpful abilities that work on Intimidate. But being new it's still a bit cryptic to me. I am curious if my Dex is way too low at current. As well as possibly getting some suggestions on possible traits. Dipping into Gendarme Cavalier for some bonuses. When it would be a good time to do this if it is a good idea.

I want to inspire fear on the battlefield. I want to crush the heretics of my given god, assist my party, and I want to be flashy while doing it.

Any information and help would be greatly appreciated. Thank you in advance!


Rennaivx wrote:

1) According to the Archives of Nethys alchemist listings, Vivisectionist is not legal for PFS, but Beastmorph is.

2) I haven't seen PFS characters sheets, so unfortunately I can't help much there, but when I'm doing character sheets for our games I just show it by including the archetype name in the class name and including the class features when leveling up.

3) Yes, you can follow multiple archetypes with a single character as long as those archetypes don't modify the same class feature. (I haven't looked closely enough to see whether or not Beastmorph and Vivisectionist do, but Vivisectionist isn't PFS-legal anyway, unfortunately. :( Sorry.)

Awesome. Thank you for the quick and informative reply. I am still extremely overwhelmed by all of this but want to have a fun, full themed class to have a great time with. I am not really much of a power gamer. I just want to be useful to my group. So trying to fit this all together gets a little messy at times.


I am currently designing a possible Monk/Alchemist character. I have played around a bit and finally grabbed enough to get my character to second level. So naturally with this being fairly new to me as a recently joining Pathfinder player, I had a few questions.

Firstly, I am curious if Beastmorph or Vivisectionist are legal archetypes in PFS.

Secondly, I am curious of how to display my archetypes on my character sheet so it is understandable.

Lastly, is it possible to follow two Archetypes with a single class? Like Vivisectionist and Beastmorph?

This is all so new to me. So thank you all in advance for your help.


Have been reading through a lot of posts about witches and read some guides (namely Hubble and Irishman's guide) but I am still a little in the dark.

I have played a few games and am about to rank my witch up to level two. I have played as a support but my games have been extremely boring. It usually goes "Fortune so and so, cackle, pass." and I am at the point loving the flavor of the witch class but seeing myself as a full time support I am feeling that it may not be my style in this game. I have been interested in the idea of a WHW or control style witch but really am having a bit of a brain fart when it comes to these types of play.

I would love to find a guide or have a little insight on how White Haired Witches do in society and if it's worth it to give up all the hexes or if I should just take the prehensile hair hex.

I have really been intrigued with the idea of hair grappling and overloading an enemy with touch spells. Any insight into this and a possible framework I could start inside of and build out of would be very much appreciated. I am not a powergamer type and really want a fun character to role play as in Society. I just don't want to be completely useless.

Thank you for reading this rant from a new player.