Claxon wrote:
My friend is arguing that you don't need Line of Sight to hit the opponent. You just need to "think" of where they are and it works.
Yeah, that is pretty much a bummer. I wanted to create a melee Batman build (Arkham Style of combat) that was based around charging and it doesn't make much sense. That just sounds like a house ruling idea. Feels like Paizo sort of feels like they shot themselves in the foot by releasing the item and back pedaling because they found out "Uh oh, monks don't need the Amulet of Mighty Fists anymore!"
In terms of combat, take the Scout archetype, have Mobility and Snake Stance, and zoom around the battlefield doing massive amounts of damage to single foes here and there. It's a very "Batman: Arkham" way of fighting and can serve pretty well once you get to 4th level (assuming you're going straight Ninja). I'm building a Batman character and he's a level 3 character which is Monk 1/Ninja 2. Once I get Advanced Tricks, then I'll take Unarmed Combat Mastery and be dealing some serious damage without too much of a sacrifice to utility.
Starting a campaign that puts us at 17th level. I chose a Barbarian because I thought it would be fun to see what they could do at such a high level. It's 17th level gold (410,000), and was wondering what kind of items I should be going for? I am getting an Adamantine Breastplate and will be using a greatsword for sure. Any suggestions would be welcome.
I'm pretty happy with the Gunslinger/Grenadier build...being able to apply different alchemical items to bullets is a pretty great feature. Losing Brew Potion isn't really a big deal, as this character will be a little more self centered in how he aids the party. I'm just wondering if it would be more advantageous to level more into Gunslinger or more into Alchemist...I know I'm going to want at least 7 levels in Gunslinger for Deadshot and probably Targeting, but gaining access to more extracts and bomb damage does also seem like it would be a better thing. Figure Alchemist might be a bit better because I'll always be attacking touch AC.
Edgar Lamoureux wrote:
Hah, yeah, I saw some of that build in Drake's guide to gunslinger's. Dip 2 into alchemist for the tentacle discovery so you can two weapon fight with revolvers and still be able to reload without issue. The musket's more for long range shots. I imagine this character will be more of a skirmisher because of the bombs. The party's got a rogue and a samurai right now, so having a skirmisher will help with the overall damaging capability. I do like the grenadier build and being able to add an extra die of damage is pretty sweet. Any other recommendations for alchemist items outside of the Alchemist Fire and Acid?
I recently had a character die in a game and decided to roll up a gunslinger/alchemist. The concept seems very interesting to me, I can deal pretty decent damage relatively easy and still be able to create utility potions to aid the party. I'm currently going with Gunslinger 5/Alchemist 2 and I am using the base archetypes for both classes. Human character, feats are: Point Blank Shot, Rapid Reload, Iron Will, Extra Discovery, and Iron Will. Deadly Aim is my gunslinger bonus feat. I have a pretty good idea how to play the gunslinger, but was looking for some advice regarding the alchemist and if there were any must have feats. I'll be using him as a bomber (obviously) and the bombs will be serving more as a utility thing. I took Extra Discovery so I could have Stink Bomb (it's so good). Any advice is welcome. |