I will be playing a Gnome "Unchained" Ninja in an upcoming game and I'd love to focus on the Bewildering Koan feat. Does anyone have any advice on how to best use this?
Yeah, Placebo Effect and GSF: Divination are both good ideas. Is this about the best a Psychic blaster can do, or is there anything I can do to make it even more optimized (knowing that Psychic blasting is inherently unoptimized)?
So Fortune Teller is out, but I found Dew of Lunary which is a 4g/+1 CL alchemical component. That's cheaper than Truth in Wine... So what should I do for my fifth level feat?
Finally, I fully expect this to drop off by high levels, but I'll still be a 9th level caster, so I think I should be ok...
I know blasting is suboptimal but I just love the idea of a psychic that destroys things with his mind, whether Tetsuo from Akira or Eleven from Stranger Things. Below is what I have so far, let me know what I can do to make it even better!
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Human Psychic (Abomination) 10
STR 7
DEX 12
CON 12
INT 18 (16 + 2); +1 at levels 4 and 8
WIS 10
CHA 16
Traits:
Wayang Spellhunter (Mind Thrust III), Harrow Chosen (+2 CL)
Feats:
1: Spell Focus (Divination)
H: Spell Specialization (+2 CL, Mind Thrust I, switch to III at 6, then IV at 10)
3: Intensified Spell
5: Fortune Teller (+1 CL)
7: Messenger of Fate (+1 CL)
9: Additional Traits (Magical Lineage: Mind Thrust IV, Born Under a Green Star (+1 CL))
Special Abilities:
Phrenic Pool (8 points), Overpowering Mind, Detect Thoughts, Will of the Dead, Relentless Casting, Telepathic Bond, Dark Half (11 rounds), Morphic Form
Damage Summary:
Level 1: Mind Thrust I (5d6)
Level 2: Mind Thrust I (5d6)
Level 3: Mind Thrust I (5d6)
Level 4: Intensified Mind Thrust I (8d6)
Level 5: Intensified Mind Thrust I (10d6)
Level 6: Intensified Mind Thrust III (11d8)
Level 7: Intensified Mind Thrust III (13d8)
Level 8: Intensified Mind Thrust III (14d8)
Level 9: Intensified Mind Thrust III (15d8)
Level 10: Intensified Mind Thrust IV (17d8)
Gear:
Headband of Vast Intelligence, Lesser Metamagic Rod of Maximize, Lesser Metamagic Rod of Quicken (?)
"The site before his eyes was horrific. Not only were the beams mere plans of wood inefficiently laid with their wide face up, But there was not a single cross brace to be found." I love it
I have looked at the Shaman class, but I kind of prefer spontaneous to prepared casting. Though I'm happy to play any role that's needed, so everyone just keep me updated.
I usually play casters but if de10mile (not sure who you are out of game sorry!) wants to be an arcanist, I'd be happy to try a more combat-oriented class.
Quick question though, I've wanted to play a kobold for the longest time but the stat array is horrendous (-4 STR -2 CON +2 DEX). Is there any way I can play a kobold with stats adjusted to a standard array, something like a halfling (-2 STR +2 DEX +2 CHA)?
Now that the ACG is out, I'm really interested in making a melee Investigator. It seems with their Studied bonus they can have a decent attack/damage bonus, and they can get a Mutagen for extra help. Does anyone have any advice on how to maximize an Investigator's combat prowess?
Great, I'll definitely take a longspear. Only problem is my Haunted curse preventing me from switching weapons easily, but that's not a huge deal. Any other advice? Also, this build seems to work well, I don't know why people forego 9 level casting for a paladin multiclass.
Male Half-Orc (“Troll”) Oracle (Dual-Cursed Oracle) 5
N Medium humanoid
Init +1; Senses normal vision; Perception -2
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 46
Fort +7, Ref +5, Will +5
Weakness oracle's curses (haunted, tongues)
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Offense
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Speed 20 ft.
Melee +1 obsidian falchion +8 (2d4+7/18-20/x2)
Special Attacks channel positive energy 4/day (3d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 5th; concentration +8):
2nd (5/day)—lesser restoration, grace, cure moderate wounds, levitate, minor image, oracle’s burden (DC 15)
1st (7/day)—divine favor, shield of faith, obscuring mist, bless, protection from evil, sanctuary, cure light wounds, ill omen
0 (at will)—create water, light, stabilize, purify food and drink, detect magic, mending, mage hand, ghost sound
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Statistics
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Str 18, Dex 12, Con 16, Int 7, Wis 7, Cha 16
Base Atk +3; CMB +7; CMD 18
Feats Fey Foundling, Power Attack, Selective Channeling
Traits fate’s favored, adaptive magic
Skills Diplomacy +11, Knowledge (religion) +6, Use Magic Device +12
Languages Common, Orc, Aklo
SQ mysteries (mystery [life]), revelations (life link, misfortune, channel)
Other Gear +1 breastplate, +1 obsidian falchion, cloak of resistance +1
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Special Abilities
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Fey Foundling Magical healing works better on you
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Selective Channeling When you channel energy you can choose 3 targets in the area who are not affected by your channel energy
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Tongues In combat, you can only speak and understand Aklo
Life Link (5 bonds, 150') (Su) Bond drains your HP to heal others.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Oracle Channel Positive Energy 3d6 (4/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Fate’s Favored Whenever you are under the effect of a luck bonus, that bonus increases by 1
Adaptive Magic You gain a +1 trait bonus on Knowledge (Arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you
Sacred Tattoo You gain a +1 luck bonus to all saving throws
Shaman’s Apprentice You gain endurance as a bonus feat
Skilled You gain 1 additional skill rank per level
I'm about to reach level 5, so I haven't picked out those feats/revelations yet, but I'm pretty sure that's what I'm going to take. I've noticed that we haven't been taking a ton of damage as a group (group composition: Catfolk Rogue (sometimes replaced by a Half-Elf Ranger), Ratfolk Conjuration Wizard, Half-Elf Barbarian/Druid, Dwarf Inquisitor, and me), and my biggest contribution is Life Link, Misfortune, and a big power attack with my falchion.
Does anyone have any suggestions on how to build this guy towards higher levels? Since we're not taking a ton of damage so far, should I delay Channel until 7th and take Energy Body (which works well with Life Link)? What about improving my combat effectiveness?
How does my feat layout look? Is Magical Lineage: Stone Call / Dazing Stone Call a good choice, considering I don't have many Save or Lose Will spells (lots of reflex)?
Could I get some advice on my Conjuration-focused Sorcerer? She is a False Priest archetype, Arcane Bloodline, with an out-of-combat focus on Diplomacy, but what I need help with is the combat aspects of my character. We have a Summoning-focused Wizard in the party (as well as a Rogue, a Barbarian, and an Inquisitor), so we should be pretty set on a lot of the utility spells. My biggest problem right now is that the Metamagic feats don't really do anything at low levels but sort of have to be taken then for everything to come online when it should. This build looks out to Level 10. Thanks!
Key:
H: Human Bonus Spell, B: Bloodline Spell, W: Targets Will, F: Targets Fortitude, R: Targets Reflex, -: No Save
What level should I take Dazing Spell (assuming I have the -1 trait bonus from Magical Lineage)? Are there any other feats I should concentrate on? What about spells, is Fireball the way to go? Is Arcane the best bloodline here?