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Hey guys!
Currently in a campaign and having a blast. Our GM is throwing some REALLY tough fights at us (thanks to us being a party of 5 arcane casters...) and last session I somehow barely skirted death thrice in the same combat. I have a feeling there's definitely death in the imminent future so I've prepared a back up character just in case. Kind of hoping to get some feedback if this would help us out a bit? Our party hit level 7 and my allies are a Witch, Skald, Wizard/Rogue going into Arcane Trickster, and Synthesist summoner. For being a party of casters our biggest struggle...is casters. Hoping that my next character would work fairly well as an anti-caster.

Suggestions and feedback are welcome :)

My theorycraft has led me to start with:
CN Human
Separatist Cleric 5 / Stargazer 2 (PrC)
-Domains (have not chosen main Pulura domain yet / Separatist domain would be travel)
-feats: Eldritch Heritage: Arcane, Improved Familiar (Dweomercat cub), Step Up, endurance
-key spells:
1st Barbed Chains
2nd Silence, Shackle, Resist Energy
3rd Chain of Perdition, Protection from Energy, Invisibility Purge
4th Dimensional Anchor, Master's Escape, Freedom of Movement, Dimension Door (from travel domain)

Eventually I was wanting to take the Dimension Agility featline, and finish the Step up featline too. Splashing Horizon walker would help with that and the bab is nice.

Thinking of ending up with:
6 cleric / 9 stargazer / 3 horizon walker / 2 witch killer slayer
which totals +15 bab, 13 Fort, 11 reflex, 11 will
feats level 9-19 in order of preference: Dimensional Agility, Flickering Step, Following step, Step up and Strike, Dimensional Assault, Dimensional Dervish, and eventually retrain eldritch heritage into Item Mastery (teleportation)

If you spot any inconsistencies please let me know. Again, looking to try to counter some casters to help out our party. Thanks for your help guys! :)


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As the title suggests, this is a fun exercise in exploiting the rules of the game with the material given. So here goes, the following 3rd party metamagic feat is Inherent Spell. Basically, +8 to the spell slot cost to make that spell a SLA with unlimited uses for 24hrs. Here's the link to read the full description:
http://www.d20pfsrd.com/feats/3rd-party-feats/rogue-genius-games/metamagic- feats/inherent-spell-metamagic

Big deal, right? Oh no, CLW unlimited times a day that cost us a 9th lvl spell slot. Only negates down time between battles, as the combat healing would be useless if you can afford a 9th lvl slot. Until...
http://www.d20pfsrd.com/magic-items/staves/staff-of-the-master-necromancy

Most decreases to metamagic costs explicitly state they can't be used above your highest spell slot you can cast, but not Staff of the Masters...Sure, you can only use this 1 use/8 days, but at the extreme burst that staves were meant for, the trade-off is worth. And there are ways to diminish the downtime like Fat goblin Games' Arcane Battery feat series, allowing multiple charges when recharging a staff, up to 10/day after 3 feats!

So with the given above, what spells would you take and run full speed ahead with? Personally, while still broken, I'd find unlimited uses of Wall of Force to be hilarious.
"Like I said guys, we're going THIS way! (Walls of Force close off the other direction)"


So I'm trying to come up with a character idea based around Sniping and utilizing stealth with a sneak attack from a high range. I'd like to prioritize damage AND range, balancing the two. 3rd Party stuff is allowed. I found that both Rogue and Slayer have Archetypes that increase range.

Can people help weigh in on ways to optimize this kind of build? I'm looking for any other classes that would work, feats, traits, equipment etc.

Thanks :)


I think I know the answer, but I wanted to double check about this discovery that modifies bombs.

Poison Bomb- "The effects of the smoke created by an alchemist’s bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level."

Cloudkill- "Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater."

Does the Area Spread work as Cloudkill and continue moving away from the point of origin? Or rather does it stay in place? I would guess RAI it stays in place because of the last sentence of Poison Bomb, but could the case be made for RAW it continues moving?

And then the second question I have is: Does the Complex Bomb Discovery of the Saboteur allow the status ailment bombs? RAI feels like yes, but RAW doesn't seem to show support as much. I found a couple threads related but they all end in RAI yes, no resolved RAW answer.

Furthermore, if one were to take Grenadier and use directed blast with poison bomb, would the cloud also be in the shape of a cone as the bombs splash was?

-"At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet."

Does this answer extend to/from what would happen if Strafe Bomb would be combined with the Poison Bomb's cloud?