Blast Shadow

Sir Stabalot's page

39 posts. Alias of Nyakouai.


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Quite puzzled at how those two discoveries would interact:

Immolation Bomb (https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo- alchemist-discoveries/immolation-bomb):
Instead of dealing Xd6+INT damages per turn on a direct hit, your bomb inflicts 1d6+INT damages for X turn. The splash damages occur each turn.

Madness Bomb (https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo- alchemist-discoveries/madness-bomb):
You forgo 2d6 damages on your bomb and deal an extra 1d4 WIS damage on a direct hit, minus 1 for each time you used that ability on the target to a minimum of one.

If you were to use an Immolation Madness Bomb, would you deal:

- 1d6+INT fire damage + 1d4 WIS damage on the first turn, then 1d6+INT damage every turn until it expires
- 1d6+INT fire damage + 1d4 WIS damage every turn until it expires

My google-fu failed me and I wasn't able to locate an answer on the forum (only someone who brievely mentionned the idea in a list)


Ah, thanks @Mudfoot! Well, it may be a long way, but if your storm giant lord decide to get you examinated, putting you on a ship going up the trade route until Absalom should be a breeze... and I get a nice "One day, I'll go back home" hook on top. I found strange that there was no Greek region, but I'm reassured.


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Aha, sorry about that bit:

Sir Stabalot wrote:
In my youth, I roamed the wild lands of Varisia and saw Stone and Rune giants. I read the distant tales of Irrisen and their Ice giants. I heard whispered rumors in Nidal, speaking of Umbral giants...

It was just some flavours saying I know where to find some sorts of giants. The kineticist is completely decorrelated from that.

But thanks for the excerpt, helps a lot :)


In my youth, I roamed the wild lands of Varisia and saw Stone and Rune giants. I read the distant tales of Irrisen and their Ice giants. I heard whispered rumors in Nidal, speaking of Umbral giants...

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

Hi all. I'm working on an aero kineticist concept and would appreciate some help.

He is a naïve, caring person that so happens to fly and blast lightning from his fingertips (second part much to his dismay). His family and a few others tend to the orchard and vineyards of a clan of storm giants. Their lords sent him on the continent to get tested and investigate his innate powers, as to avoid any incidents with the other members of the settlement.

Thing is... I don't know where this settlement might be.

The Bestiary entries I found state that storm giants lives "along remote coastlines or on tropical islands", "in well-constructed towers, castles, or walled settlements". (Also mentions of "rugged coasts, sandy atolls, rocky cliffs, and rising atop sea stacks). They "prefer to live off the land" and "maintain enormous, well-tended gardens", often hiring "other humanoids, such as elves or humans".

Furthermore, "most [storm giants] have dark hair and human-like skin tones, usually tan tending to a deep burnished bronze" / "This giant is a towering, muscular himan of heroic proportions, with bronze skin, dark hair, and sparkling green eyes".

Between their descriptions and the images found online, storm giants sound a lot like Greek-ish/Olympians. I don't know of any Greek themed regions in Golarion. Do you know any island/archipelago/Olympe style mountain or regions where storm giants are typically found?


Hello,

I'm a french player moving to Montreal in a few months. As I'm saying goodbye to my current groups, I'm looking for new parties to join.

I have been playing Pathfinder 1e and tabletop for about 6 year now and Starfinder for the most part of the last year. Ran through books 5-6 of RotR, 1 of CotCT and 1-2 of Dead Suns (and a bunch of homebrewed campaigns).

I'd like to continue on Pathfinder 1e and Starfinder, but I'm also interested in Masks, M&M3e (Sorry Paizo, I'll sacrifice a goblin to your glory for this infidelity). Also played some Star Wars, ShadowRun and Cyberpunk.

If any of you is either looking for an additional player or know of an active network to find a group, I'd be very grateful. (Indeed, most of the forums I've seen online have been dead/low-activity for at least a year).

I like to think I'm fluent in English, and french is my native language, so both suit me.

--------------------------------
(Apologies in advance; I know english is the official language of the forum, but given the location, I'm adding a short translation of the message above).
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Bonjour,

Je suis un joueur français et je m'apprête à déménager à Montréal dans quelques mois. Obligé (à regret) de quitter mes groupes ici, je commence à en chercher de nouveaux sur Montréal.

Je fais du jeu de rôles et du Pathfinder 1ère édition depuis un peu plus de 6 ans maintenant, et Starfinder pour la majeure partie de l'année passée. J'ai rejoint un groupe sur les livres 5-6 du Retour des Seigneurs des Runes, le livre 1 de la Malédiction du Trône Ecarlate et les livres 1-2 de la campagne Dead Suns (ainsi que quelques campagnes maisons).

J'aimerais continuer sur Pathfinder 1e et Starfinder, mais je suis aussi intéressé par Masks et M&M3e (désolé Paizo, je sacrifierais un gobelin à votre gloire). J'ai aussi fait un peu de Star Wars, de ShadowRun et de CyberPunk.

Si l'un d'entre vous est à la recherche d'un joueur supplémentaire pour son groupe ou connaît des réseaux pour en trouver un, je vous en serais très reconnaissant (La plupart des sites que j'ai visité sont sans/avec très peu d'activité depuis au moins un an).


Zhayne wrote:
If it's sentient, don't eat it.

If it's dead, don't necro it


Daaaaaamn, an hemophile regenerative antipaladin does sound nice.

Will take a look at both versions of Oozemorph; I read the name here and there, but don't know the class, to be honest.

Problem with psionics is that most DM outright ban them. But I really like the class, so might try to negotiate with a kind DM someday

And the stench build looks really fun for an upcoming horror one shot. Thanks :)


LordKailas wrote:


you can do a +5 Holy Whip. You get +7 worth of bonuses and/or abilities that can be applied to the weapon. But you aren't allowed to have more than a +5 for the bonus side.

Ok, thanks for the help. Wanted to be sure I got that right, since I like the PrC and may attempt it at some point.


I'm confused, and not sure I properly understood how the ability works when enhancing the weapon.

Can you do a +5 Holy Whip? (So +2 in properties, and +5 from the (7-2) remaining points) Or do you need to cap at +5, properties included?

I'm sorry, you covered the issue, but the wording really confuses me in your answer, I think I need an actual example to understand this ability limit.


CBDunkerson wrote:
Note that you only need 2 levels of Cartomancer to get Deadly Dealer and Arcane Strike with returning thrown cards... 3 levels if you also want to be able to deliver touch spells with the cards.

Yes, but you need the 3rd level of Witch to get access to the 2nd level spell required to get into Arcane Trickster. Since it was the base topic, I'd say it's worth keeping in mind.


In my opinion, the best idea (the non-digestible solar stuff), but if they managed to kill it, I suppose they have a weapon able to bypass that DR. So nothing stops him from dicing it until the pieces are swallowable. He still probably won't be able to digest it, with possibly dire consequences, but I know some players that won't think twice about that.

Also, love when people gather to overthink the process of eating an outsider.


Professionnal point of view here: Let's say I'm a modern kind of wizard, only I weave magic on computer (not my best metaphor, bear with me). I could manually do a very boring and repetitive job everyday. Or I could automate it, launch the process everyday and use the time saved to do whatever cross my mind. And I'd still get paid.

Of course, you could tell me, what's the point of keeping me once my boss king discovers the process is automated? Well, yes, I don't need to supervise it anymore, but there isn't anyone with enough skill ranks in Computer Science UMD to launch it but me. And that's how I keep my job relevant. (Plus, that means I have the skill to automate other things)

TLDR; Creating magic devices will save you time for the important stuff.


The Non-Euclidian Maze
- A bad cover for the GM with no plan and only rooms and encounters in mind


Oh, evil lords dwelling in the abyss of this forum, I summon thee.

I have been playing Pathfinder for a few years, and while I got to experiment with some ageless classic - falchion crit flying barbarian, knife-master Unchained Rogue, Shocking Grasp magus, etc - I'm growing bored with the mundane options.

The primal satisfaction of hacking a monster to pieces, smug contempt of blasting it from afar, manical glee of stabbing some thug in the kidney... Maybe I'm in a blue period, but I'm beginning to find that distasteful.

Fortunately, I'm barely scratching the more advanced classes and stumbled upon some interesting option in AP (like Feysworn or Mortal Usher). This is giving me some hope to find someone a tad more exotic and grandiose for a special occasion.

How would you go about making a character so deeply horrible that people would just fall to their knees, puking their brains and scratching their face off? Something so bizarrely alien its mere presence is anathema to life?

I explored a few leads for "visually disturbing" characters but none have turned to be quite viable:
- Madness bomb alchemist: will probably run out of bombs before anything drops to 0 Wisdom
- Tentacle grabing eidolons: multi grapple is baaaaad.
- Evil Cleric Dhampir: channeling negative energy to heal yourselves and harm those around you is fun, but not that "horror-ish" and could use some more punch.

What I'm looking for is (ranked from most to less appealing):
- Area effect (preferably centered on you) dealing damages or inflicting fear effect (either is good)
- Regenerating HP by harming something (cookie point if you get to devour the soul of... ahem, I'm digressing).
- Locking enemies near you when they would prefer to avoid your vincinity.

If we could avoid 3rd party, that'd be awesome. Otherwise, not looking for anything PFS legal, just something I could work with with an understanding DM given I point to the appropriate ressources.


I came here to hear the tale of a GM that shot themself in the foot, and got swamped in a swarm discussion - that has been moved to another thread - and is still being discussed.

Any news from hom the GM handled it and if it worked? Asking for a friend.


@Dragon78 Could you tell which AP was your favorite and why, without spoilers?


Still a lot of AP to play in PF1.

Our group is currently on standby on Rise of the Runelords, we began Curse of the Crimson Throne to wait for a missing player.

RotR group (lv 14-ish):
Human Samuraï, kanata-crit build
Halfling Swashbuckler, crit and parry
Elven Ranger, way too many arrows
Dwarven Cleric of Pharasma
Human Kensaï-Magus, wazikashi crit and Shocking Touch (me)

CotCT group (lv 1):
- missing player
Human Oracle of Battle
Elven Gunslinger
Human Unchained Monk
Human Unchained Rogue (Sanctified Rogue/Counterfeit Mage)(me)
(new player) Human Conjuration-specialized mage.

The three first players of the list are all big on optimization, so they're is usually not much to worry about during encounters. Main job is to prevent them stepping into traps and solving everything with either murder or con-artistry.

A fun lot to be around, if a bit tiring.


The "punching people with negative energy" is not the main shtick from this build, I'm playing a support-skill monkey-Face. I'm just trying to have a decent damage routine for when I have to fight, hence the hesitation between the two.

I'm playing an Unchained Rogue - Counterfeit Mage/Sanctified Rogue... Not *exactly* a battle optimized mix here, as you can see.

But thanks for the suggestion, might do that on another - more combat focused - build.


Okay, I didn't know that the touch attack from Chill touch (and not Chilling touch, my mistake) didn't trigger. Makes sense if you think about it, as it would mean touch attack spell would trigger AoOs twice, once from casting and once from touching otherwise.

I'm a bit perplexed regarding if by RAW, touch attack should apply sneak damages or not. A case is made here in favor, citing the FAQ. It seems it's legit. I will see with my GM.


I'm a bit confused as to exactly what applies in the following case and could use someone checking my rule understanding:

I'll soon play an Unchained Rogue with Major Magic: Chilling touch. Chilling touch lets you attempt a number of touch attack per level equal to your caster level up to ten. Each attack does:
1d6 of negative energy damage.

A rogue inflicting damage while their target is denied their Dex bonus or flanked can add Sneak attack damage equal to:
(1 + 1/2(Rogue Level-1)d6 damages.

Therefore in the right conditions, I can attempt a contact touch attack for:
1d6 negative + (1+ 1/2(RL-1))d6 damages

(Unless I'm grossly mistaken, the part aboce is the one I'm relatively certain about)

To trigger Chilling Touch, it seems I need to attempt an unarmed touch attack (given the flavor text, I don't think this attack can be made using a weapon). To avoid triggering AoO, I picked Improved Unarmed Strike, which should work in this case?

If I attack with an unarmed strike, at level 3 (minimum level required to pick Major Magic), I benefit from Unchained Rogue's Finesse Training and can substitute my Dex modifier to my Strength for damages. So my Unarmed Strike now does:
1d3+ DEX damages (lethal or non lethal)

If I'm not mistaken, those unarmed damages only apply on regular contact attack roll, not touch. So they do not trigger if I only attempt a touch attack?

Furthermore, Chilling Touch does trigger on Unarmed Strike, right?

(Bonus cookie point if you can advise me: I'm considering Two Weapons Fighting and Piranha's Strike for added damages and not relying only on Chilling Touch. Thing is, I'm pretty much streched out for feats and could use Studious Rogue to swap spell-like ability on the fly. Unchained Rogue fishing for Sneack Attack damages, more attack per round sounds better than the equivalent of a Power attack?)


630) The Veteran of a Thousand Battles

This rather thick tome is a collection of skirmishes accounts, mainly recollecting the deeds of the Taldan Legion's VIth company, prevailing against insurmountable odds. Each recollection has been written by a different legionary, but they all involve a legendary fighter, first among his peers in the cohort. Designated as "The Veteran of a Thousand Battle", this legionary name is seldom mentionned, and seems to vary from one chapter to the other, as does the time period the story takes places in.

Any martial class reading through the entirety of the book can figure on a DC 12 Intelligence that the Veteran is in fact a tradition of the company, the title being held by the oldest and most seasonned member at the time, to inspire new recruits and impart them the accumulated wisdom of the company.

If the owner is a martial class character that figured out the book true content, they can skim through the book for 10 minutes each day. Doing so allows them to treat, for one round, all allies as possessing the same teamwork feat as the owner for the purpose of determining whether the owner receives a bonus from their teamwork feats.


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Sorry for the various blood-pressure spikes I caused ;) As English is not my native language, I sometimes struggle to find appropriate synonyms. Guess this one wasn't good :D


I can not play the same character twice. But I guess it isn't much of a quirk if most people share it.

But by extension, I hate seeing someone come with the same character again and again and again... We've had this paladin that just pulled the same toon for six consecutives campaign (and when I say the same, it was down to the name. The only difference was the background, to fit the campaign start).

I've also since then developped an intense hatred of the self-righteous murder-hobos divine champions, and I unvoluntarily cringe when someone even talk about getting one at our table.


I could probably negotiate picking a feat from there, but not a class, so no Vigilante to play Batman. I just liked the idea of the build, I don't try to be Bruce Wayne, just thought it was a funny comparison.


I was wandering through old threads to prepare for an upcoming campaign, when I found this. I did not know Nightmare Fist feat-chain and it seems rather nice.

Combining the two, casting darkness upon yourself, you basically become the Batman (minus the orphaned trauma).

Is the Sanctified Slayor + Nightmare Fist any good? Anyone tried that? Seems like you could pile a good amount of damages, but I'm a bit at lost at how to build it.

My usual GM won't allow a tiefling or a drow, so no racial ability to cast darkness, unfortunately. What is allowed is: Core Rulebook, Ultimate Magic, Ultimate Combat, Advanced Player Guide and core races, core and base classes. (In the process of discussing the addition of *some* rules from Unchained, possibly Unchained classes).

I guess I would like to follow the idea stated above so:

Improved Unarmed Strike
Weapon Focus (Unarmed Strike)
Nightmare Fist
Nightmare Weaver
Shatter Defense at level 8

Sounds already feat heavy, I might take Human for the extra feat, but not being able to see in darkness hurt. The Shadow domain help at level 8, but not before, so might be problematic. I see no Inquisition that synergize very well with all that...

I don't know if I should:
- try to squeeze in Weapon Finesse to forgo Strength and focus on Dex as my hitting ability and CA provider and relies on Studied Target and Sneak Attack to add damages (but it might be hard in the first levels).
- Pick a race that see in darkness, forget the extra feat and try to balance things with: Wisdom > Dex / Strength / Con > Int > Charisma

Any ideas/things that have overlooked that would synergize with such a build?


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Be sure to let us know how it ended.

First, because a lot of us find that infuriating (myself included). A lot of people who played with a bad group/GM have gone through similar things, and I second the option of just leaving, as hard as it can be.

Second, because it is educational for those to whom it didn't happen yet. Knowing the red flags and fleeing is always a good experience.

Good luck with what you're going through, though.

Edit: My bad, I visibly have a problem with the "Next button"


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We ran this encounter something like two weeks ago, and wrecked the sh*t out of it. Seriously, we found it way easier than the Drift Dead that kept harassing us and the security drone just before, purely because we bothered to get intel on it.
The fight lasted 6 turns, during which our Mystic blasted the hell out of it using spells for over half the Garaggakal's HP, while we provided support and hindered it to keep it from using full attacks and staying in melee range. (Shock and Adhesive 'nades). More than half of the group was Fatigued due to Kazathas infection (Mystic got us rid of the second sickening effect that I can't remember).
The fight isn't that hard, it requires planning and a little bit of organisation, but that's really doable. (Oh, and we were only level 2 at the time)


So, we will have downtime to retrain a feat or two, and I was really misplaying my magus (first timer). It works waaaaay better when you DO use your arcane pool actively. Thanks for the advices.


Folks, I'm in a bit of a pickle.

Currently playing some heavy-grind AP with a bunch of powergamers, not only do I end way below the group level in term of optimisation skill, but I also finding myself struggling surviving the encounter and doing something meaningful at all.

The party was short of an arcane caster, so I decided to try my hand at the Magus, focusing on melee combat and simple tricks to boost damages. I may or may not have really failed at that.

My character as he is now:

Magus (Kensaï) Lv 14

For: 10 Int: 26
Dex: 18 Wis: 13
Con: 17 Cha: 9

(The characteristics have been dice rolled)

Saves
Reflex: +11
Fortitude:+14
Will: +12

117 HP
CA: 30

Bab with favored +1 weapon: +16/+11

Feats:
Weapon Finesse, Exotic Proficiency (Wakizashi)
Favored Weapon (Wakizashi), Step Up
Quick Draw
Light armor proficiency
Intensified Spell
Combat Casting
Improved Critical (Wakizashi)
Spell Combat -> Greater Spell Combat

Arcana:
Spell Shield
Critical Strike

I went for the Magical Knack(Grasping Shock) paired with Intensified Spell to add 10d6 to my melee damage on a spellstrike and Improved Critical on Wakizashi to crit on a 15-20.

I was hoping to reliably hit with the crit threat range and eventually double down with a Critical Strike applying some Corrosive Consumption and Disintegrate at higher levels.

Took Step-up since I was expecting regular casters, and was planning to deal with the robes myself.

The thing is, while my teammates have AB around 22-26, I well behind and struggle to hit anything at all.

That paired with the fact that most ennemies are either immune to electricity damages and/or are spell resistant (most often than not to both) make me epicly useless in combat, as I can't even sponge damages that well.

Between a seemingly poorly optimized character and a lack of luck, I had to stay in the back for the last sessions, throwing some support spells here and there while twindling my thumbs.

Is there anything I can do in the next levels to make up for my lack of efficiency regarding combat?

Light Armor proficiency is now useless since I'm wearing Bracers of Armors, so I can retrain at least one thing without losing perks, but given the AP, any return to town is probably out of question (we're nearing end of book 5, and it doesn't look like a break is in order).


No creature is definitely dead unless proven otherwise.

Which means two things:
First, you poke the body (and not with a stick)
Second, if you didn't see a corpse, it isn't dead.


Another source explaining how at least one devil got redeemed would be "The Redemption Engine" novel, by James L. Sutter.

One of the important character of this story is Arathuziel the Chained, a former deimavigga that, to put it shortly, went through major existential crisis and literally shed its evilness and became a redeemed angel in the process.

Do bear in mind that, to Outsiders, alignment isn't just something they may or may not lean towards. An outsider is an embodiment of something, and devils, daemons and demons are evil by their very nature. So, to redeem themselve is a traumatic event in itself.

But yeah, if you make the imp realize its worldview is wrong (good luck on that), you could end up redeeming it. Not gonna be easy though.


Errata: I mistook Archaeologist for Archivist.


What Dasrak said: Barbarian with Elemental Rage chain. He will be able to inflict frost damage with his melee weapon while in rage, feat the viking/berserker vibe.

I'd just add Invulnerable Rager, to get the DR and the cold immunity. Thematically nice and technically interesting.


Bard Archaeologist, been there, done that. Good character, actually love to take a 1 level dip when making Rogues now that I tasted it, but I'm into trying new things :D

Investigator miiiight be an idea, need to check if they're legal for our campaign. (Though I need to see if I can make any connection to the main story).

Will check False Attacker, seems awesome (way better than the Sniper route, with the -20/-10 to stay hidden)

Will take a closer look at the Inquisitor, try a few builds to see how it goes. Thanks for all the ideas :D

(I will probably just create a bunch of characters and ask my group which one to take given the group we want to play - so many concepts, yeeaaaah)


I forgot to mention, GM only allows: Core Rulebook, Ultimate Magic, Ultimate Combat, Advanced Player Guide and core races, core and base classes. So I'm kinda restricted for the exotic builds. I can *probably* negotiate archetypes for a class I'm allowed, as long as it's Paizo official but that's it.

So no tiefling, no occultist sadly.

I'm more interested in Skill monkeying than in Buff/Heal (that I would do as a secondary role), but I'll take a look at Meirril suggested for a Desnian Cleric.

I could consider alchemist, but bombs are probably not that great in urban environment. I will take a look into it.

(And of course, that's indeed the whole point of taking the mantle of Sir Stabsrarely) I can totally relax in the back while the brutes are having fun. I'm looking at ways to facilitate their adventure (such a opening doors, disarming traps, creating diversions and lie to sweettalking people).


I bid thee good day, wanderer. I, Sir Stabalot, am confronted with a bit of a conundrum.

To put things simply, my party members are efficient. Maybe a bit too much so. We're currently playing The Rise of the Runelords and... how should I word it... It's not that they're murderhobos, as they aren't completely hobos, but they're quite good at the murder-y part. I joined them toward the end of the book 4 (if I remember correctly), at a moment they were nearly 13th level. Since they were lacking an arcane specialist, I rolled a magus with a knack for Thassilonian history.

And we do try to gather information and learn things. But it's a bit hard to do so when our Samouraï critx4 and whoops 200+ damages in a round. Bosses then tend to die in a gory way. He is closely matched by a Swashbuckler and a Ranger. They annihilate most encounters in less than three rounds. Meanwhile, I hang in the back to read books (fine by me), crack open magic seals, traps, and most importantly, read Thassilonian.

Thing is, our Samouraï just found a Headband of Intelligence, and the skill he got from this was Linguistics. Which made him learn Thassilonian. And make half of my area of expertise redundant.

We're about to start Curse of the Crimson Throne (no spoiler please). From experience, I know I'm not going to match this group in term of damages. Besides, we don't need *more* damage. All it would do would be to kill what little tension we have left.

(So far, the next party will include a Ninja from a less powergamey player)

What I am looking at are builds that are more Skill Monkey(1st)/Support or Healing(2nd) oriented. I mostly do Roguish-type builds, because, you know... I get to stab people, so I was considering the following.

Either:
- A Counterfeit-Mage/Sanctified-Rogue Rogue. Plenty of fun opportunities to RP in a city full of spellcasters, lot of skill points to go around and the opportunities to buff and sub-heal allies with wand.

- A Cleric of Desna. Which I wouldn't be playing in frontlane, so I'd try a distance build and I'm none too sure if that's any decent. But I would allow me to heal.

- An Inquisitor of Desna. Because I love the idea of a peaceful religion having Inquisitors, and I get to smite things. But, once again, not sure how it would fare in a non DPS role, so I'm a bit uneasy about this one.

- A Witch. For debuffs and heal. But I have not a single clue for the RP as of now.

Thoughts/ideas? Someone already played a similar build and can offer advices? Someone already went through the campaign and point at the build best fit for this AP without spoiling?

Many thanks in advance.


We managed to find one +1 dagger. As I said, magic items are hard to get by, cause of the low-magic setting. So one magic weapon, and lots of regular knives...

I'm a CN (Capitalist Neutral) Tiefling, and we have a very narrow minded first time Paladin, so Evil is kind of difficult.

Didn't realize Uncanny Defense was per level. It seems pretty useless then (thought it was a flat INT to AC).

We will be facing three, or rather four types of foes: orcs (can bleed, check), trolls (bummer, regeneration takes that away) and demons (can... bleed? Never checked). And of course, the regular negociations with normal races that bleed. So probably worth it, but should I get Flensing strike before or after ITWF? If I go full Unchained Rogue, I can get it at level 9, given the BBA progression.


Forgot to mention:
I have a belt of physical might (+2 Dex, +2 Con) and a cloak of resistance +2.
Will soon get spring loaded wrist sheath, but we're kinda short on magical items, since our GM prefer a low magic universe.

Also, I meant feats and talents, not feats and skill, when I was asking for guidance at higher level.

Would casting darkness with the Magus level work? Since you can cast it with a rapid action, could it fit the bill? I vaguely remember the feat, but not the wording. -- Just read it, no, missed an opportunity here. It's gonna be hard to get it back, so I think it's lost forever...


Hello. Is this the right place to make a monster?

I'm in need of some help for my last creation.
The base idea was to create a social back-stabber. I babble a lot, look like a friendly guy and then I put a dagger through the neck/heart/vital organ of the person I'm speaking to.

I indead up filling some gaps in my group, meaning I'm also the skill-monkey/knowledgeable guy around (and I tell you, this group of illiterates do need someone of my quality).

I've recently started toying with my build after reading several threads here, but I'm kinda at loss as to what make of my character after level 12th.

I use a homebrew subracial for Tiefling which swap the attributes and give me Charm Person instead of Darkness as my spell like ability. For the rest, it's classical rules.

We're level 7 at the moment, in a pseudo KingMaker campaign (so gold isn't likely to be a problem) and we should soon(ishly cause my GM is hard) get access to vast amounts of adamantine.

The build is:
STR: 7 INT: 14 + 2(Headband) = 16
DEX: 16 + 2(Racial) + 1 (Level) + 2 (Belt) = 21 WIS: 12 - 2 (Racial) = 10
CON: 12 + 2 (Belt) = 14 CHA: 14 + 2(Racial) = 16

HP 52
CA 20

Saves:
Dex : +13, Con: +6, Wis: +6 (with a cape of resistance +2)

Unchained Rogue(Knife Master) 1: Persuasive
Bard(Archivist) 1
Unchained Rogue(Knife Master) 2: Underhanded, Quick Draw
Unchained Rogue(Knife Master) 3: Finesse Training (Dagger), +1 DEX
Unchained Rogue(Knife Master) 4: Combat Trick(TWF), Betrayer
Unchained Rogue(Knife Master) 5
Unchained Rogue(Knife Master) 6: Ninja trick(pressure point), Prestige

By now, I have +17 Diplomacy, +15 Bluff, +15 Stealth and +15 Sleight of Hand (22 to conceal a dagger, without the dagger bonus). My follower is a Large grapple orc, and one of my team-mate can reliably flank with me, so we can both maximize our damage.

My dagger deals 1d4 + 5 damages + 1 point of attribute temporary reduction.
The sneak attacks add 3d8 per attack, with a +9 to touch.

On a Betrayer strike, that means 33 damages net, with 1 point of attribute reduction, either in STR or DEX.

For a level 7, that seems *weak* (especially with the numbers I see flying around here). My average DPS in fight is decent, as long as I can sneak attack reliably (i.e. if I got one of my two flankers) but I'd like to amp up this weakling.

What I had I mind was to dip a level in Kensaï Magus, to get Favorite Weapon, Cunning Defence and a little bit more of spellcasting for versatility (+ all cantrips).
Then keep piling up Unchained Knife Master levels, get Wave Strike at lv 9 (optionnal, but nice to have more "surprise-eat-my-dagger") and ITWF at level 11 (can't fit it before, cause of the BBA restriction). Skill Mastery would also be nice at lv 12, just to handwave most of the social tests before slicing someone's throat.

My problems are:
A) I'm nowhere near skilled in optimization (at least, not on this forum level). And it feels *weak*. My DM is a huge optimizer, and he prefers throwing us on big optimized encounter per day than three smaller. I need to be able to play the political assassin, but also kill what comes our way.

B) I'm at loss as what to do after. Seems like by level 12, all the straighforward paths are taken, and I don't know what to do with skills and feats. I suppose I can keep getting more sneak attacks, but I don't know how to get the most of them.

I mainly got to my social-trickster/con-artist/backstabber vibe, but I lack the one-shot aspect, as well as ideas for what's next.

Any help appreciated.