So I just joined an ongoing campaign with some friends. They are at level 5 and we roll stats. I got 16,14,13,12,10,10. The party has a ranger(bow), fighter(grappler), cleric, slayer(melee) and warpriest so it's in need of arcane and some knowledge skills. I took the mindchemist alchemist archetype and between stink and smoke bomb, and infusion via the extra discovery feat I could control with the bombs, buff my friends and wade into melee occasionally or stay back and sling things when I am out of bombs. However when we started my friends informed me that they have been fighting undead, elementals, and constructs almost exclusively. So now stink bomb is useless and I didn't roll good enough stats to be as combat effective as I would have liked. I can drop dex by 2 and increase strength by 2 or vice versa and change my bombs around tho for the next session. But I was thinking maybe a full on caster would just be better for the party. So what do you guys think? change the alchemist around a bit, or play a sorcerer or wizard? Keep in mind Summoner is banned(it was my first choice). I don't have experience as a full caster(or alchemist for that matter), I tend to play hybrids more often.
Skylancer4 wrote:
I guess a Synthesist would be better for what I am trying to do then. Thats too bad, I really liked the idea of playing a pirate ruining people with his beard.
Yeah I figured it would take to long to fly up and drop them as fun as it sounds. That's why I thought it would be more effective to drop them overboard. They probably wont die but need to swim back to the boat, which is moving, and then climb back up onto the deck. The hazardous situation part sucks, but makes sense, I would sure struggle harder if I was about to be dropped off the boat. I was thinking of playing a Strix as they get 60ft fly speed so even at half I can move them a decent amount. It would also be badass to play as a demon looking bird pirate that fights with his beard and/or mustache. How would Grapple work with the Flyby Attack feat?
I am not trying to throw them tho. I was thinking I start a grapple with someone at the railing with my 10 ft reach hair. If the grapple is successful they are moved to an adjacent square to me. Since I am hovering over the water I release the grapple and they fall. If they are not near the railing I fly in and grapple them and then on the next turn as a standard action to maintain the grapple I am able to move myself and them up to half my speed. I do continue to do this until I am once again over the water and release.
I am going to be playing Skulls and Shackles and was gonna play a Rogue or Cryptic but changed my mind. I was thinking how awesome it would be to play as a witch and use the prehensile hair hex to grapple someone then fly away from the boat and drop them in the water. Has anyone played Skulls and Shackles and seen something similar done? Would it be as effective as I am picturing it in my mind? I was thinking a few different ways to go about this, the first way obviously playing as a straight Witch. I am worried about the low BAB this route however. The alternatives i was thinking of are a Hexcrafter Magus, but I need to wait to level 4 before I can get the hair hex. The other one was 4 levels of White Hair Witch to get reach, free action
Which would be most effective? would I be able to get by with a flight and hair hex? or should i play as a Strix and WHW to get permanent flying and reach hair. I have never played Skulls and Shackles and don't know how many combats per day there usually is and how long those combats last.
I am going to be starting a new pathfinder campaign soon, probably skulls and shackles, and was thinking of a Cryptic. I have always wanted to try a Psionic Rogue in 3.5 so this looks like a good choice. I am gonna take the Brutal Disruptor archetype and play him more like a Ninja, stealthy and disrupt pattern re-flavored more like a Ki blast, etc. My question is should I go with natural attacks, either from psionic powers or from a race, so I can have numerous high bonus attacks to channel disrupt pattern through. Or go with a kusarigama for a more ninja like feel and have the option of reach. Is having reach worth the extra cost in feats? Also what feats should I focus on? Other than One Pattern(from Psionics Augmented) at level 5 I have no choices set in stone. For those of you not familiar with One Pattern, it negates the half damage rule for Disrupt Pattern and instead deals +1 damage per die for your focused enemy type. |