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Osian Oisìn's page

32 posts. Organized Play character for Chelios.


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Scarab Sages

Davor wrote:

I'm going to be honest: I LOVE this archetype.

Now, you may be saying to yourself "Davor, that is absolutely CRAZY. Hexes are awesome, the way infusions are handled is TERRIBLE, and if you don't even get patron spells you're losing out on one of the must crucial parts of the Witch class!" You might even be yelling that last bit out loud.

What you DO get, however, is a spellcaster that is more in line with other classes. I feel that the Havocker is just about the ideal balance state around which most spellcasters ought to be balanced. Now, let me be clear: Spellburn is REALLY poorly designed. If the spell slot required was at least 1/2 the level of the infusion, it might ALMOST be worth it as an option (but still clearly isn't). I feel that, if they had given the witch Gather Power (to replace something else they normally get that was given up early, because too much is given up for the blast, imo), and then you needed to sacrifice spell slots of a level equal to the burn taken, it would be a bit more reasonable.

Still, though, it's very well balanced and designed outside of Spellburn. I'd be willing to say it's one of the MOST well designed classes that Paizo has put out.

How you gonna build one( a water one)?

Scarab Sages

cavernshark wrote:
Osian Oisìn wrote:
Is this archetype any good? It seems cool to me( not the best broken op ever created archetype, but cool to play), but probably a little bit mad, what do you think?

I think that the archetype would have held up better if it had an infusion every level for each hex, granted access to some wild talents, or retained access to the patron spells (or a custom list). As it is, it doesn't really feel like it holds up terribly well. I think my issue is this: you can actually build a better havocker witch with an arcanist than you can with the havocker.

The elemental attacks, while not unlimited, scale the same as the blast -- still target touch, but automatically have their rider tied in. If you like the witch list, just take the unlettered arcanist archetype. Usually the downside of that archetype over going witch would be losing the patron spells, but the havocker loses those anyway. The end result is something similar to a havocker, but with arguably more versatility thanks to other exploits.

What are the best blast exploits?

Scarab Sages

do you know other archetipes with the "kineticst flavour"?

Scarab Sages

Is this archetype any good? It seems cool to me( not the best broken op ever created archetype, but cool to play), but probably a little bit mad, what do you think?

Scarab Sages

I built this occultist for a home S&S campaign, i pick orator because i'd like to be the captain.

Spoiler:
Unnamed Hero
Male human (Ulfen) occultist 1 (Pathfinder RPG Occult Adventures 46)
CN Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +1 (1d6+1) or
spiked gauntlet +1 (1d4+1)
Ranged energy ray +2 touch () or
shortbow +2 (1d6/×3) or
sling +2 (1d4+1)
Implement Schools (6 generic focus)
Divination (googles, 0 points) Resonant—third eye; Focus—sudden insight
Evocation (staff, 0 points) Resonant—intense focus; Focus—energy ray
Occultist Spells Known (CL 1st; concentration +6)
1st (3/day)—burning hands (DC 16), psychic reading[OA]
0 (at will)—detect magic, light
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 20, Wis 10, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Orator[ACG], Skill Focus (Linguistics), Wasp Familiar
Traits pragmatic activator, swamp rebel, touched by the sea
Skills Knowledge (arcana) +9, Linguistics +12, Perception +4, Profession (sailor) +4, Sense Motive +4, Sleight of Hand +6, Spellcraft +9, Stealth +6 (+8 in swampy terrain), Survival +0 (+2 to avoid becoming lost when using this), Swim +6, Use Magic Device +9
Languages Aquan, Common, Elven, Halfling, Infernal, Polyglot, Skald, Undercommon
SQ implements 2, mark of slavery, mental focus (6/day)
Combat Gear desnan candle firework, glowing ink[UE], keros oil[UE], paper candle firework[UE], simple invisible ink; Other Gear leather armor, arrows (20), quarterstaff, shortbow, sling, spiked gauntlet, beast whistle (ungulate), bell, candle, chalk, compass[APG], earplugs[APG], false-bottomed cup[UE], fishhook, flint and steel, grappling arrow[UE], magnet[APG], masterwork backpack[APG], occultist's implement[OA], paper, parchment (2), perfume/cologne[UE], powder[APG] (2), rice paper[APG], sewing needle, signal whistle, silent whistle[APG], stationery[UE], string or twine[APG], tindertwig, trail rations (5), wandermeal[UE], weapon cord[APG], whetstone (2), 2 gp, 6 sp, 2 cp
--------------------
Special Abilities
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Divination (googles) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation (staff) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.

Implements: Gloves, rod, staff, wand.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Implements (Su) Gain a series of items which grant access to schools and powers.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Mental Focus (6/day) (Su) You have a pool of points that activate your focus powers.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Shape Mastery (Su) Spend up to your Int modifier to exclude squares from the area of an evocation spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Scarab Sages

SmiloDan wrote:
Looks cool, but maybe consider getting a ranged weapon? You can easily climb into the riggings and snipe from up there.

how bad is the ranged combat underwater?

Scarab Sages

i made some changes since we play with heropoints and i choose to be an anti-hero for the bonus feat

Spoiler:
Khayr al-Din
Male grippli inquisitor (monster tactician) of Besmara 1 (Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 2 149, Pathfinder RPG Ultimate Magic 45)
CN Small humanoid (grippli)
Init +6; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee rapier +5 (1d4/18-20)
Inquisitor (Monster Tactician) Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, expeditious retreat
0 (at will)—create water, detect magic, guidance, light
Domain Reformation inquisition
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 16, Cha 8
Base Atk +0; CMB -1; CMD 13
Feats Spell Focus (conjuration), Weapon Finesse
Traits besmara's blessing, reactionary, self-taught scholar
Skills Bluff +6, Climb +8, Diplomacy +9, Intimidate +10, Linguistics +6 (+7 to decipher unfamiliar language), Perception +8, Profession (sailor) +8, Sense Motive +8, Stealth +15 (+19 in marshes and forested areas.), Swim +4; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Celestial, Common, Elven, Sylvan
SQ attached, camouflage, hide tracks, judgment of escape, stern gaze +1, summon monster I
Other Gear leather armor, rapier, iron holy symbol of Besmara Coin[UE], spell component pouch, 110 gp
--------------------
Special Abilities
--------------------
Attached (besmara's Coin) If your attachment is threatened, -1 Will & -2 save vs. fear
Camouflage +4 Stealth in marshes and forested areas.
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor (Monster Tactician) Domain (Reformation Inquisition) Moved by divine disapproval of your church’s mistakes, you seek to correct them however you can.

Granted Powers: You can speak with divine persuasiveness.
Judgment of Sacred Escape (Su)
Spell Focus (Conjuration)
Stern Gaze +1 (Ex)
Summon Monster I (6/day) (Sp)

Scarab Sages

Fruian Thistlefoot wrote:

You look fine.

As for the Friend with Trident and Net. I'm in a group with a wave warden ranger (Merfolk). He uses that combat style. While not all that effective he has taken to using TWF only for tying people up with the net. After which he switches to 2 hands on the trident and stabs the target to death. He actually has been rather blessed with drops in our campaign but my DM sometimes off scripts a few things in AP or gives out more personable loot (on occasion) to the group in place of sell junk.

Really combat wise this AP is not nearly as tough as others. This is more of an open sand box with lots of RP chances to live it up like a pirate and furthering your career. There has been times sessions had only 1 combat and much more role play heavy. I have quiet enjoyed it so far myself.

Thank You, in fact i'm going to be a skillmonky becausse skills and more social skills are usefull in rolplaying

Scarab Sages

The Shaman wrote:

Passable, but I may be tempted to squeeze an extra point in strength for power attack later on (level 3 or so) - if you plan on using your rapier more, it is a good buff. Granted, this works better with judgements where you have an easier access to attack, but a monster tactician can easily set up flanks to manage. Otherwise, I think this looks okay, although 18 dexterity, reactionary and improved initiative strikes me as a bit of an overkill. This is just my opinion, of course.

As for your friend, hmm, net and trident/harpoon is a style that takes a while to set up. Lore warden is certainly not a bad option, but pseudo-warrior classes like ranger or slayer are definitely not bad either. There are a couple of feats that cater to that style (net and trident, net adept, etc), but I do not have any personal experience with them. Overall, with such niche styles it might be a good idea to have an alternative schtick in combat.

Yes i want to change the improved initiative feat but i don't know what to take.

At the start i thought to build a ranged inquisitor, but how can he work underwater?
I want to build around rapier with fencing grace and Combat Reflexes and lunge, i can summon monster with standard action and attack enemy with AoO.
And probably i need linguistic for speaking with summoned creature.

Scarab Sages

He is the guy that I build for S&S campaign, 25 points-build and all official books allowed

Spoiler:
Khayr al-Din
Human (Ulfen) inquisitor (monster tactician) of Besmara 1
CN Medium humanoid (human)
Init +10; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d6+1/18-20)
Inquisitor (Monster Tactician) Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, expeditious retreat
0 (at will)—create water, detect magic, guidance, light
Domain Reformation inquisition
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +1; CMD 15
Feats Improved Initiative, Weapon Finesse
Traits besmara's blessing, reactionary
Skills Bluff +5, Climb +4, Diplomacy +7, Intimidate +8, Perception +8, Profession (sailor) +8, Sense Motive +8, Stealth +10, Swim +4
Languages Common, Skald, Undercommon
SQ hide tracks, judgment of escape, stern gaze +1, summon monster I
Other Gear hide shirt, rapier, 110 gp
--------------------
Special Abilities
--------------------
Hide Tracks (Ex)
Inquisitor (Monster Tactician) Domain (Reformation Inquisition)
Granted Powers: You can speak with divine persuasiveness.
Judgment of Sacred Escape (Su)
Stern Gaze +1 (Ex)
Summon Monster I (6/day) (Sp)

I use the rapier because is the pirate weapon, and i go with finesse build because i like dex more than str. Ac, Init and stealth bonus, and since we are in a sea campaign i don't like to use weight armor so i must have a decent dex for raising AC. I'll use my summoned monster like teamworkfeat user buddy,and since i want to be the ship captain i wanto to raise diplomacy, bluff and intimidate

Now one of my friend want to build a character who uses net and trident or harpoon, do you have any advices for him? I can only thinking about lore warden because he trades of heavy armor for 2 more skillpoints( and heavy armor in a sea-campaign is not the best)

Scarab Sages

Spoiler:
Khayr al-Din
Human (Ulfen) inquisitor (monster tactician) of Besmara 1
CN Medium humanoid (human)
Init +10; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d6+1/18-20)
Inquisitor (Monster Tactician) Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, expeditious retreat
0 (at will)—create water, detect magic, guidance, light
Domain Reformation inquisition
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +1; CMD 15
Feats Improved Initiative, Weapon Finesse
Traits besmara's blessing, reactionary
Skills Bluff +5, Climb +4, Diplomacy +7, Intimidate +8, Perception +8, Profession (sailor) +8, Sense Motive +8, Stealth +10, Swim +4
Languages Common, Skald, Undercommon
SQ hide tracks, judgment of escape, stern gaze +1, summon monster I
Other Gear hide shirt, rapier, 110 gp
--------------------
Special Abilities
--------------------
Hide Tracks (Ex)
Inquisitor (Monster Tactician) Domain (Reformation Inquisition)

Granted Powers: You can speak with divine persuasiveness.
Judgment of Sacred Escape (Su)
Stern Gaze +1 (Ex)
Summon Monster I (6/day) (Sp)

He is the character i made for S&S

Scarab Sages

we are gonna play a brawler, a juju oracle, a druid( he thinks to play a shark shaman), a vexing daredevil mesmerist, a cleric of besmara and a barbarian

Scarab Sages

Hi me and my friends are going to start a S&S camapign, we are 6 and we need advices for the best classes to fill the role of:
- captain, he must be charismatic and quite smart, leading his crew in combat. The enemies must be scared by his legend
- quartermaster, he is the best friend of the crew, the captain commands his crew, quartemaster persuades them to obey
- the surgeon
- the carpenter
- the navigator
- the guy who manages the treasure

All official books
No 3rd party
No good people, if possible all true neutral or chaotic neutral

Scarab Sages

Covert Operator wrote:
last paragraph on the bottom of the page.

At first i would play a finesse magus, but i read staff magus and i love the fluff

Scarab Sages

Covert Operator wrote:

I've been playing a Dervish Dance magus up till level 4, so my advice might be less applicable to this, but you look like you've got all the bases covered.

Have you got something to deal with swarms (if you are expecting the campaign to have them)?
If you want to avoid ranged entirely (lower dexterity for more pt buy), you can get a staff of nethys (I don't know the real name) that lets you cast CL3 magic missiles at will (5500 gp for the unique staff, then add the shocking staff to it using the 'combining magic items with the same slot' rules.

Thank you for the advices... Quarterstaff of Entwined Serpents, do you mean this staff?

I know the Dm he bever uses the swarms, i can try to dump dex, but i wnat a good AC.

Where can i finde the combining magic item rules for pathfinder?

Scarab Sages

Magus:

Human magus (staff magus) 8/monk (master of many styles) 2 (Pathfinder RPG Ultimate Combat 59, Pathfinder RPG Ultimate Magic 9, 49)
LN Medium humanoid (human)
Init +4; Senses Perception +13
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 23 (+8 armor, +2 deflection, +2 Dex, +1 dodge, +1 natural, +2 shield)
hp 76 (10d8+28)
Fort +14, Ref +10, Will +12
Defensive Abilities evasion
Speed 30 ft.
Special Attacks arcane pool (+2, 9 points), improved spell combat, magus arcana (arcane accuracy, wand wielder), spell recall, spellstrike, stunning fist (4/day, DC 15)
Magus (Staff Magus) Spells Prepared (CL 8th; concentration +13)
. . 3rd—fly, haste, monstrous physique I[UM]
. . 2nd—alter self, glitterdust (DC 17), empowered shocking grasp (3)
. . 1st—frostbite[UM], grease, shield, shocking grasp (2), true strike
. . 0 (at will)—detect magic, light, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 20, Wis 10, Cha 7
Base Atk +7; CMB +11; CMD 26
Feats Cleave, Cleaving Finish[UC], Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Dodge, Dragon Style[UC], Empower Spell, Improved Unarmed Strike, Power Attack, Quarterstaff Master[UM], Stunning Fist
Traits magical lineage, reactionary
Skills Acrobatics +9, Climb +9, Escape Artist +9, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (history) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +13, Spellcraft +18, Stealth +14, Swim +9, Use Magic Device +11
Languages Common, Elven, Gnome, Sylvan, Undercommon
SQ fuse style, knowledge pool, quarterstaff defense, spark staff
Combat Gear spark staff( +2), wand of infernal healing (50 charges); Other Gear +2 mithral breastplate( +2), handy haversack, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 11,378 gp
--------------------
Special Abilities
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Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool +2 (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quarterstaff Defense (Ex) At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level,
Quarterstaff Master Use a quarterstaff one-handed
Spark Staff (1/day) When the weilder is dealt 10 pts elec dmg, regain 1 chg.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stunning Fist (4/day, DC 15) You can stun an opponent with an unarmed attack.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.

we are going to start a new adventure with the revised action economy and the auto bonus progression rules( both from Pathfinder Unchained).

Do you think is a good build or i must change some feats/arcanas? I also have 11378 golds left, what can i buy?
In the group we are: a druid, a sorcerer( areally good-one), a 2 weapons fighter and another guy( he hasn't yet decided).

Scarab Sages

Whrre can i finde the rules and the cost dor creating a custom staff with custom spells?

Scarab Sages

I need help building a character who focuses on fighting with 2 kukri( short-sword or dagger) based on dex, he must be smart, roguish and at the same time disciplined( he was a general warrior time ago).

10 level and stats 15 point build, but i really need an advice on class/classes and feats.

Scarab Sages

I caompletely change my Char

Detective Dee
Male tengu investigator (empiricist) 9/swashbuckler (inspired blade) 1
N Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +19
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 21 (+7 armor, +5 Dex, +4 shield)
hp 67 (10 HD; 9d8+1d10+19)
Fort +7, Ref +16, Will +10 (+4 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +3; Resist unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 inspired rapier +14/+9 (1d6+6/18-20) or
bite +2 (1d3)
Ranged +1 light crossbow +13 (1d8+1/19-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (5), studied combat (+4, 4 rounds), studied strike +3d6
Investigator (Empiricist) Extracts Prepared (CL 9th; concentration +13)
3rd—channel vigor (2), heroism, monstrous physique I[UM]
2nd—alchemical allocation[APG] (3), invisibility, vomit swarm[APG]
1st—anticipate peril[UM] (DC 15), enlarge person (DC 15), heightened awareness[ACG], long arm[ACG] (2), true strike
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 18, Wis 12, Cha 7
Base Atk +7; CMB +7; CMD 22
Feats Brew Potion, Combat Reflexes, Extra Investigator Talent[ACG], Fencing Grace, Inspired Alchemy[ACG], Weapon Focus (rapier)
Traits accelerated drinker, bruising intellect
Skills Acrobatics +10, Appraise +8, Bluff +8, Craft (alchemy) +13 (+22 to create alchemical items), Diplomacy +8 (+14 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +17, Disguise +11, Escape Artist +9, Heal +5, Intimidate +17, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +12, Perception +19, Sense Motive +9, Sleight of Hand +9, Spellcraft +10, Stealth +20, Use Magic Device +17; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth, ceaseless observation
Languages Common, Dark Folk, Dwarven, Elven, Shadowtongue, Sylvan, Tengu, Undercommon
SQ alchemy (alchemy crafting +9), inspiration (8/day), inspired panache, investigator talents (combat inspiration, infusion, mutagen, quick study, sickening offensive), keen recollection, mutagen (+4/-2, +2 natural armor, 90 minutes), trapfinding +4
Combat Gear elixir of tumbling, poisoner's gloves, potion of ant haul, potion of anticipate peril, potion of barkskin (CL 12th), potion of cat's grace, potion of heroism (CL 5th), potion of invisibility, potion of levitate, potion of life bubble, potion of nap stack, potion of protection from evil, potion of share language, wand of cure light wounds (50 charges), acid (5), alchemical grease (2), alchemist's fire (2), antiplague (2), antitoxin (2), blood-boiling pill, burst jar (5), cytillesh stun vial (3), ghast retch flask (2), holy water (6), meditation tea (2), tangleburn bag (2), tanglefoot bag, weapon blanch (adamantine) (3), weapon blanch (cold iron) (3), weapon blanch (ghost salt) (3), weapon blanch (silver) (3); Other Gear +2 mithral kikko armor, +3 mithral buckler, +1 inspired rapier, +1 light crossbow, crossbow bolts (10), bag of holding i, belt of incredible dexterity +2, cloak of resistance +3, elixir of hiding, elixir of vision, headband of vast intelligence +2, hybridization funnel, alchemy crafting kit, bandolier, bandolier, bedroll, belt pouch, flint and steel, ink, black, inkpen, iron vial (100), mess kit, portable alchemist's lab, pot, soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, 170 gp
--------------------
Special Abilities
--------------------
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fencing Grace Get Dex to dmg with rapiers and +2 CMD vs disarm if you have panache.
Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Alchemy You can recreate an extract you consumed during the past hour.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Poisoner's gloves (2/day) Each glove can be filled with liquid, and deliver with melee touch or natural att.
Potion of ant haul
Potion of anticipate peril
Potion of barkskin
Potion of heroism
Potion of invisibility .
Potion of levitate
Potion of life bubble
Potion of nap stack
Potion of protection from evil
Potion of share language
Mutagen Upon drinking a mutagen, you must make a Will save (DC 10 + one fifth your level + Int modifier + 2 per additional discovery applied) or your moral alignment becomes evil until the mutagen wears off.
Quick Study (Ex) Use studied combat as a swift action.
Sickening Offensive (Ex) Studied strike sickens foe for 1 rd.
Studied Combat (+4, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects

I can use Brew Potion for my DM, becaus he said( and he is probably right), that is pretty ridicoulus investigator can turn extracts but no potions.

Scarab Sages

Gisher wrote:
Fungal Stun Vial can be found in Kobolds of Golarion.

Thank you so much, i need to know the book... thank you

Scarab Sages

In which book can i found Fungal stun vial?

Scarab Sages

fireater wrote:

#1 No accelerated drinker does not work with extracts the only reason potion glutton does is because of that "and other potables" clause. Also there was a FAQ that stated that accelerated drinker does not work with extracts.

#2 As far as I know there is no easier ways to get DEX to damage on natural attacks then a agile amulet.
#3 By RAW share spells does nothing for you as you can't cast spells (extracts do not count as spells). Most GMs I know would let you use it as normal though. But note that it says that you cast the spell on the familiar nowhere does it say you both gain the benefit of the spell. And if your familiar drank the extract well then it would be like he had cast the spell on himself you would gain no benefit as you didn't drink it.

So many mistakes by me, dnd5th ed blows my mind, i mus read something with more attection. So, now probably str is better than dex, but i don't like the idea of Doct. Jekyl having str 16/18. Probably i continue with the dex based build, but i free the feat for improved familiar and the discovery tumor familiar.

Scarab Sages

I can't edit the previous post, but i want to answer. A vomit swarmi infusion driked by the Quasit how works? My character and the familiar vomit 2 swarms?

Scarab Sages

Just a Guess wrote:

Dex is a bit more complicated to pull off. But it can be as good.

You can just swap strength and dex.

There are another way to get dex damage to natural weapon in stand of amulet of mighty fists( agile)?

Scarab Sages

Just a Guess wrote:

Short derail: I think that the investigator might be an even better fit for an horrorific/lovecraft-like adventure. You have an easier time evading those parts of alchemy deemed "evil" and being an observing genius with some tricks up his sleeve could be very helpful.

If you want to be Mr. Hyde with 15PB you should choose at least one stat to "sacrifice". You need Strength and Con to survive melee and you need some int for your alchemy but having it too high increases your check DC when drinking a mutagen. The check itself is a will save. So I would suggest something like:
Str > Con = Wis = Int > Dex > cha

For example:
STR: 16 DEX: 12 CON: 14 INT: 13 WIS: 12 CHA: 8
Or
STR: 16 DEX: 12 CON: 14 INT: 14 WIS: 12 CHA: 7

But you could exchange Con, Int, Wis to taste.

Why strenght is better for survivability than dex in melee?

With DEX i have a better AC and a better initiative, if i go first i can get buff early... and with combat reflexes i have tons of AoO

Probably i'm going to attack back of the real front line melee character( a Paladin), with Lunge. The Quasit drinks an buff-like Extract( long arm, barskin, or MONSTROUS PHYSIQUE). With a lot of AoO i can punish all the bad boys moving away, when i'm out of mutagen or mutate use( or with low hp) i can retreat and trhowing BOMBS everywhere, while quasit drinks cure-like extracts.

I really want not to play somenthing Cheesy or OP, but at the same time i want no to fulfill the waste of space role.

Scarab Sages

fireater wrote:
#1 Fullplate has a a ACP of 6 there is a trait (Armor Expert) that reduces that by 1, the comfort enchantment reduces it by 1 (or you can go cumfort +2 if you don't have the trait), masterwork (all magic items are masterwork) reduces it by 1, and mithral reduces it by 3 so 1+1+1+3=6-6=0 that is how.
fireater wrote:
#2 No you don't for the reasons I mentioned before. Let me explain, with a STR build I can use Monstrous Physique II to turn into a four armed gargoyle (one of the best forms to use with this spell) which gives me 6 natural attacks and a +4 STR and a -2 to DEX which means that there is a 6 difference between a STR and DEX builds with this spell (one of the best polymorph spells you get) so 6/2=3x6=18 plus any damage lost form missed attacks do to the lower accuracy. And there aren't any really good DEX polymorph spells the best one is elemental body which gives crap natural attacks. That is why you do less damage.

I don't want to be too cheesy, i promise to my DM

fireater wrote:
#3 You have to be a worshiper of Urgathoa to use potion glutton and Urgathoa is a NE god your character is CG you must have one hell of a back story to justify that alignment.

So accelerated drinker works with extraxts?

fireater wrote:

#4 Improved familiars can't use archetypes as they don't get the speak with animal ability that the archetypes replace.

fireater wrote:

#5 The rest looks fine.

True, i don't read that, so no arcetype

Firebug wrote:
Also, since alchemists have no arcane caster level you may have a hard time swinging improved familiar. The table says "arcane spellcaster level" to determine what improved familiars you qualify for.

http://paizo.com/threads/rzs2nana?Ultimate-Magic-Ultimate-Combat-Alchemist# 4

Yes i can

Scarab Sages

fireater wrote:
Well I don't do DEX builds on a alchemist (melee ones at least) on a magus yes. I feel even more then a magus alchemists rely on polymorph effects and DEX builds don't really benefit from them a whole lot. To me it breaks down like this low to mid levels STR builds do much more damage, DEX builds have better ac and initiative, at high levels it is damage vs initiative as by this point STR can buy fullplate armor with 0 ACP. but that is just my two cents worth others may disagree.

How can i wear a fullplate without ACP?

With the amulet of the mighty fists( agile) i can do the same dmgs ad a strong-based alchemist.

Human Alchemist (Beastmorph) 9/Master Chymist 1
CG Medium humanoid (human)
Str 10, Dex 18, Con 12, Int 16, Wis 12, Cha 7
Feats Brew Potion, Combat Reflexes, Improved Familiar, Lunge, Piranha Strike, Throw Anything, Weapon Finesse, Potion Glutton.
Traits: Pragmatic Activator, Second Chance
Discoveries: Tumor Familiar, Feral Mutagen, Infusion, Extended Potion.

For familiari a Quasit valet archetype with extra iteam sllt feat( in stand of improved initiative) with poisoner's gloves for abusing share spells

What do you think?

Scarab Sages

fireater wrote:

Well I am building a alchemist as we speak and the first thing I would recommend is to read this guide.

And once you have done that (or if you already have) I would use this point buy STR 16 DEX 12 CON 12 INT 14 WIS 10 CHA 7. This is before racial modifiers and level increases, I would put my level increase into str and pick a race that buffs int and another stat like con or dex as the only races that buff both STR and INt are lashunta and scaleheart skinwalkers.
I doubt your gm will let you use lashunta but if he does for sure do it and the scaleheart skinwalkers only grants you a STR buff while in beast form and most gms wont let that bonus carry over into polymorph effects (I would argue it does as it is a racial bonus and not a polymorph effect but that's just me) and by level 10 as a melee alchemist you should be polymorphed all the time.

Pretty guide. What about a finesse natural weapon alchemist? He is more SAD.

Scarab Sages

Ah, and i have only 15 points for attributes... adn i really dont know how to put them

Scarab Sages

We are starting an horrorific/lovecraft-like adventure, and i think the alchemist is one of the class that fits best in such type of campaign. I want nothing OP, but something that works well. Last time i played pathfinder i played a madbomber like alchemist, this time i want to play a Mr. Hyde alchemist, but i don t like vivisectionist( i love throwing bombs).

I want for sure the prestige class Master Chymist for fun.

There are some Houserules for the campain:

HR:

Alchemist
Those who dedicate their lives to the mysteries of chemistry and physiology are
generally only found in the most advanced domains, such as Dementlieu and Darkon (where
many gnomes are attracted to the obscure science). However, the domains of Lamordia and
Paridon are the true home of alchemy in the Land of the Mists. While it is not common even
there, it is at least widely enough known that schools for alchemy have been founded there. In
Nova Vaasa, this type of alchemy is forbidden.
Alchemists should be warned: they are interfering with the very foundations of self
and life. Few alchemists lead happy or long lives.
Mutagen – Upon drinking a mutagen, you must make a Will save (DC 10 + one fifth
your level + Int modifier + 2 per additional discovery applied) or your moral alignment
becomes evil until the mutagen wears off.
Cognatogen, dendrite mutagen – Upon drinking a cognatogen or dendrite mutagen,
you must make a Will save (DC 10 + half your level + Int modifier + 2 per additional
discovery applied) or you suffer a minor Madness effect until the effect wears off. You do not
suffer the ability damage associated with madness. The DC for this madness effect is equal to
the original Will save DC or the normal madness effect, whichever is lower.
Mummification, Nauseating Flesh, Plague Vial (Plague Bringer) – Using these
abilities is cause for a Powers check.
Obviously inhuman – Some discoveries create obviously inhuman changes in your
appearance. In these cases, the initial disposition of any non-evil humanoid (with some
exceptions at the GM’s discretion) is never better than hostile. These discoveries include
Parasitic Twin, Tentacle, Tumour Familiar, Vestigial Arm, and Wings, and the Beastform
mutagen of the Beastmorph archetype. These changes can be hidden with a Disguise check
(as disguising yourself as another species) unless otherwise noted.

Some tips? We start from lv 10.

Scarab Sages

When a barbarian becomes lawful, waht happens?
I think he can't take another level in barbarian, but i'm pretty sure he doesn't lose ability( like rage). Now i want to play something like a barbarian paladin, a warrior who is good and sweety but sometimes has some overrage-reaction. Is it a legal build? I'm thinking to play him for a campaign from level 9 to level 20.

Scarab Sages

I don t understnad how fame and max gold work. If my player have 3 points of fame they can t buy anything? Also the item they found in the scenario?