Good afternoon, after a long break I'm heading into PF2e (played pathfinder and then dnd with the little one) I'm leaning toward a thaumaturge mainly for flavor..I do love my monster hunters. I'm playing in PFS and I'm trying to have a bit of heals just in case.So far I am just about to hit level 2 and need to solidify my path.
My character right now is at Str +3, dex +1, con +1, Int and wis +0 and cha +4. I am doing a half elf with warrior background. I have nature ambition (scroll thaumaturgy) and diverse lore. I was doing weapon implement but really starting to look at the mirror. For healing at level 2 I'm debating on going the champion dedication (paladin) and assurance medicine. I plan to spend points to get prof with the asp coil.
So anything I should be considering that my newbie self might be missing? My thought is to use medicine outside combat, then use a scroll of heal or when I get the lay on hand ability in combat.
So I've been playing this character a looong time and finally hit level 8. So he is 7 levels investigator and 1 swashbuckler. He is pretty much a jack of all trades.. So the advice I'm trying to figure out is where to go in my talent and extracts (possibly where to go after)
Talents right now I went mutagen, quick study, extend potion and enhance potion. The character relies a lot on alchemical allocation.
Feats: Extra talent (x2) Fencing grace, power attack and skill focus umd and weapon focus rapier. The skill focus is from half elf and focus is from the swashbuckler dip.
Lol just realizing how much is to this character...his UMD is up to 18, so as long as he rolls a 2 or higher the wand is going to work. Typically he has been buffed with heroism, barkskin, ablative barrier, heightened awareness..with a ton of potions: darkvision, barkskin, bull's str, cure serious wounds, fly and heroism. Wands: comprehend lang, cure light, detect magic, faerie fire and shield.
I'm sure I'm missing things but just a idea for the moment
So I have until saturday to finish up this character and while things on the home front seem to have finally settled a little, I'm hoping to hear if I'm going the right way. In the beginning I'll probably be the closest thing to the tank in the party (2 rangers so at 4 I will have help) This is for a mod in PFS so a settled group for a few adventures.
I'm still leaning towards a single dip in occultist for the legacy weapon and the rest is magus. Originally I was gonna go hexcrafter but starting to think that going misfortune, evil eye, chant route would prevent me from full attacking...not saying it is out but starting to feel like going a straight magus and debuff that way.
Stats are a tad rough since I went with a str based:18/20 str, 14 dex, 12 con,15 int, 10 wis and 7cha. So AC is 16 (since he was only level 2 I was leaning more on the occultist so was using a shield to bump ac to 18) and scimitar does +6 hit 1d6+5...when I bane it was +8 hit 1d6+7+2d6...Third level when I get another magus level I'll probably ditch the shield and I'll be able to hit with bane twice in a round.
So I made a mistake and played a level 2 character for PFS that was occultist/magus and the party really needed a front liner. This is for a mod so a semi regular group for a few sessions. Anyways I realized half way through I had the wrong sheet...no feats traits missing etc. I still played him basically as a sword and shield (yeah a magus no-no but since I didn't cast anything it was ok)
So the character could make a pretty nice striker,but worried about defense, especially since I'm front row. I'm trying to decide if I should bite the bullet and retrain out of the magus and go pure occultist...I'm pretty sure I can get him tanky. Or do you guys think I should keep going magus and build him up that way..hit hard and fast along with mirror image asap.
So I'm curious how a person could justify using necromancy while being non-evil. I'm specifically looking at a occultist with the necromancy implement. My thought was that he mainly views it as a tool..probably would bring him down to neutral. I would see him using the dead opponents as "material" Just curious what others experience have been like.
So have to have this character ready by tomorrow..was leaning towards occultist or a shaman..but curious if I could go a little of both. Basically the idea is one level of occultist for transmutation and legacy weapon. After that just hexcrafter magus..basically sprinkle debuffs where needed and the go in with bane..With spell combat I would basically be hitting twice per round with bane for a minute. Not sure if it is worth it but sounds like a cool idea
So between a sick little one and just life in general my great 3 weeks to make a character is down to 5 days. Sadly the posts keep dying, not sure if it is because I'm looking at obscure classes, the mentioning of PFS or heck maybe I'm perfect and no advice needed. (Sarcasm)
So it has come down to two classes.
Witch doctor shaman... I plan to go life and probably knowledge down the road. The witch doctor gives me some disposable channels to use with fateful channel. I was planning to go with a 14 str and reach tactics but started to wonder if I should put the feats towards extra hexes and get evil eye, chant and misfortune up and running asap (probably slumber too) I keep going back and forth I havent had much luck with reach on my skald and never went full caster/debuffer. Also somebody mentioned taking a level monk but never explained.
The other is haunt collector Occultist. I was leaning towards going archery (I had a blast playing a inquisitor and bane with rapid shot was always fun) But I would have to take a dip in fighter to get up and running at least by level 3. I'm debating on just going melee, I like the idea of going sword and shield but I would miss the multiple attacks. I'm going for transmutation and necromancy to start...legacy weapon for the flexibility to put any +1 enchant from the get go is nice. Necromancy for the undead companion and 5+ soulbound puppet for the ability to make a sage or protector familiar on demand.
This is basically a lvl 2 PFS character who is in the Dark Archive.
Since my shaman thread sort of stalled out and I have two weeks to figure this out, I decided to see if I can get a occultist to work. My issue is with the exception of adding bane there is no way to get the accuracy up on the class So plan is to go haunt collector occultist and gonna rely on the bow. Implements are necromancy and trans to start.
So that will add a second issue besides accuracy...archery feats..namely if I go straight occultist I wont see rapid shot until level 5. So my thought is to take a 3 level dip into weapon specialist fighter..basically it would give me the fighter bab and I would take precise shot at level 2 and weapon focus longbow finally at level 3 I would get weapon training..So all said at level 5 I would have 2 levels occultist and 3 fighter and assuming a +1 composite bow I would be with rapid shot at +11/+11 and bow would be 1d8+7. So not sure how I feel about taking the dive but would anyone have a better idea?
So my thoughts on doing a shaman reach type kinda hit a snag. I have a level 4 skald reach build which looks really nice on paper but never seems to be contributing. So I'm worried I might hit the same snag with a shaman.
My level 11 inquisitor archer is probably my favorite class in the game..I've even considered going through with the build again. But I'd rather see if there is another option.
I've come up with a sword and shield slayer that looks fun...but I would rather do a full caster this time around and a shield would get in the way of casting..I've actually debating on doing a dip in slayer and then go the rest of the way as a occultist.. or maybe just go full slayer with a high umd.
This is for PFS and he just hit lvl 2 so I need to solidify the build and I have 3 weeks to iron this out (been stuck for probably a year now :P)
So I made a character who is hitting lvl 2 and I'm not sure if I want to keep him in the dark archive. Mainly because it seems kinda tough to make a character that fits that faction...like if I went cleric..maybe it is just me. Anyways if you decide to change do you basically freeze in the one faction and you have to start over in another or is there a retrain type option?
So finally dusting my skald off again (just hit level 4 last I played) He is a 1 lvl bloodrager/ 3 skald. I took the familiar valet from the bloodrager before I found out it didn't lvl with skald (hero lab issue) Not a huge deal, character walks around still with desert robes and the scorpion tends to stay in the folds of the robe Feat: Go unnoticed +19 stealth. Idea is since the familiar fills the conditions for amplified rage (via valet) I'm guaranteed the +8 str and con and the familiar stays safe. The issue is though, and I'm not sure if this is a PFS question or not but should I still tell the gm about the familiar or just go with it. I was also gonna take the rage power spirit totem but not sure if the +5 hit 1d4+2 is worth it, and then it adds in the fact that now the familiar will have the spirit around it too. So I'm not sure how to go about it and I play him tomorrow =/
So I admit I've been bashing over my head ideas to my new character for pfs. I have one that just hit level 2 so I needed to make up my mind before playing it again, even skipped going to prevent being locked into place. Also I chose the Dark archive faction so it kinda kills certain ideas.
So my decision at long last is a Shaman, thinking about a witch doctor archetype with life being my main and wandering pretty much at lore. Probably human and worshiper of Pharasma. Familiar will either be lore or bodyguard. Human with 14 str, 12 dex, 12 con, 13 int, 16 wis and 13 cha. Yeah I'm a bit stretched. At level one I'd take combat reflexes and selective channeling. At 3 Power attack and at 5 fateful channel. The idea is for him to be a reach build using hexes to debuff where I can, heal when needed and finally tweak people being able to hit stuff. By level 6 I would use my wandering hex for arcane enlightenment for haste and probably heroism..after that he would be in motion and not sure on feats maybe get some more hexes.
So I have a Level 6 investigator/1 Swash and the PFS character has been doing pretty well as a generalist. Last session though was really rough alchemist bombs took him down to 3hp and there was no healer so I spent like 3-4 rounds using a wand to at least get me up to survive a hit...meanwhile the guy taking out a big bad was dropped and I'm trying to bring him up. Mainly because while I have my rapier and a back up heavy mace I had no slashing weapon.
Last fight was made easy when I pulled out my wand of faerie fire to negate the wizard's blur spell. So I'm trying to figure out some easy things that might be able to kinda shore up the character. All my level 2 extracts are alchemical allocation So in a emergency I think I'll keep a pot of either cure moderate or serious. I thought about getting a level 3 wand (say haste) but 10k is really steep. I pretty much have a umd of 19 so any wand is a option and like I mentioned I have alchemical allocation and 4x per day I can make a potion my level and extend it.
So ever since I saw trapping of the warrior I felt that would fix my biggest issue with the occultist (accuracy.) I was greatly disappointed to find it banned, but thinking it was new at the time maybe they just hadn't gotten around to it..roughly a year or more has passed and still nothing. I find that really annoying that something will be printed in a book but banned in PFS, worse when I don't see a reason WHY... Seriously when you look at other med bab they usually have accuracy boosts be it spells or abilities..Occultist gets ..bane, and thats it. Sorry for the complaining but with PF2 right around the corner, I'm bummed about this one. I'm sure there are others :P
So I know when the shifter first came out it really didn't work too well. Just curious if it has been "fixed" or is the druid still a lot better (minus the full caster.) Or any other class that has usually been passed over worth a second look?
With a family I only get to play once in awhile and pretty much limited to PFS for now. I have a character that hit level 2 and really not sure where to go atm, was gonna play yesterday but really have no clue. To explain what I usually play: I currently have a level 11 Sanctified Inquisitor archer with the feather domain. I consider him as a "monster hunter." I have a level 7 (6 empiricist investigator/ 1 inspired swashbuckler) Basically I sill play him as a swashbuckler/generalist but he relies on alchemical allocation and with a 19 UMD he has a stash of wands. Than a level 4 (1 Bloodrager/3 skald (fated champion) Basically my reach build, he has a level 1 valet familiar which grants him +8str/con.
I guess I tend to like characters that have their hands in a lot of things. I keep going back to a shaman but can never seem to get it to work. I've thought about a doing a sword and shield slayer (two weapon fighting). Even a occultist with a sword and shield (but only uses the sword for offense) Just curious if there is anyone with experience in those or any ideas of something I might have missed.
So my PFS Sanctified slayer has reached lvl 11..really for the longest time I planned to take Divine interference, but then I realized the opponent needs to be 30ft and as a archer I try to be further than that. So my question is if there is a alternative, one idea is taking totem beast to give my animal companion a bit of a tweak. To give you a idea I think archery is covered with Point blank, precise, rapid, manyshot, deadly aim and clustered shot. Teamwork feats are Coordinated shot, friendly fire maneuver and improved spell sharing. Odd feats are boon companion and improved spell sharing. Besides the range aspect of divine interference I have jaunt boots, the animal companion is meant to get in the way and a spell storing suit of armor with stricken heart inside. Granted the feat is good and if it is a must then fine...but want to see if there is anything else
So I always loved the idea of the reach cleric, but when I tried it I really missed skills. I've tried making a reach shaman, but it kept coming up short (too many eggs in the basket.) With family it's been hard to keep up and I'm lucky to play once a month (if lucky 2x) Anyone have any caster reach build that worked out well? Would like 4+ int min.
I swear I did this before but couldn't find the post. So currently have a level 5 investigator/ level 1 swashbuckler. His main thing is a dex based fencer that relies on items (UMD is 16) I currently have wands of comprehend language, cure light, detect magic and shield (typically in a wrist sheathe) Potions right now are barkskin, bull's str, darkvision and heroism. Currently have mutagen, quick study and extend potion. Planned to take enhanced potion at level 7 but might wait (have a ton of things i want to take. Reg feats are Extra investigator talent, fencing grace, power attack, skill focus umd and weapon focus rapier. +1 rapier, mithril chainshirt, and cloak of resist. Belt of con, headband of int, handy haversack and ioun torch.
Sorry for listing all of this but just to explain where I'm at.. atm I have 8620 gp and just trying to figure out if I should get the keen rapier asap or if there are items I should look at right away. Plan to get as many reasonable wands and potions as possible.
Thinking I will finally break down and play a shaman. What I'm trying to figure out if going 1 monk X shaman..but losing a lot of shaman stuff. A straight shaman with a longspear reach build or going archer. Idea atm is to go battle with floating life. I feel like he will probably be a slow starter but see him being pretty versatile..hex for "ranged" attacks and hitting up close, bodyguard familiar.
Sorry sick 9mo I'll try to get back to this but trying to see what direction people would go.
I'm currently working on a investigator and I'm about to get to a new feat and leaning towards another talent for the character...already have extend potion and wondering if I consume a potion as part of the alchemical allocation can I use both abilities? There is no apparent time limitation (free, swift, etc) So my understanding is 4x per day I could apply both to a potion. Am I missing anything? Bonus question for pfs...can you aquire a wand of alchemical allocation?
So been playing a investigator and fell in love with alchemical allocation. About to hit level 7 (6 investigator) and plan to pick up enhance potion.. so with extend potion I can use alchemical allocation to boost whatever potion I have to make it my level and double duration (4x per day) Other talents right now is mutagen and quick study.
Anyways I was told that enhance and extend potion would work with alchemical allocation. The character is made for flexibility so he has been getting a stash of potions. My question is, based off of hero lab I could pick up a wand of alchemical allocation. So curious if anyone knows if it is pfs legal.
So officially my character hits level 2 for PFS this week and trying to figure out which way to go. I tend to go with more generalist and already using a investigator, skald and inquisitor.
So my thought right now is going with a haunt collector occultist. I am leaning towards going sword and shield..idea is that with the champion haunt I would be doing damage similar to two handed user and the occultist can cast without hands.
Curious if anyone has tried it or am I going in the wrong direction
So my PFS inquisitor is up to level 11 and since I can only play every so often and unable to go to cons he is pretty darn close to retired. I have a 6th level investigator and a lvl 4 skald. So anyways I got to thinking I really like the options archery gives you...also like the nuking option of bane. I've thought about doing another inquisitor but would like to avoid it. I like the idea of doing a full caster and a nature fang druid really might fit...but the spells seem meh and really wish there was a way to get divine favor. Would like a min 4+int..I'm spoiled I know. Is there anything I should look at?
So about to get my first rage power for my skald to give to the party and debating where to go. I've debated on the spirit totem chain and the beast totem but honestly not sold. Went with a single dip in bloodrager and going reach. So was debating if I should try going with more of a rage cycle type build...so to start I'm debating on quick reflexes (giving everyone a extra aoo), Scent (give a archer some pheromone arrows) or Strength surge.
So really trying to focus on making a occultist. Sadly between work, a newborn and playing maybe once a month...I usually lose my train of thought. I have a rough idea of where to go but curious what people tend to go. Leaning towards a half elf (1/2 favored bonus toward PP and skill focus: umd) I plan on him to be mainly a martial with expanding skills. Thought right now is to go trans to abj to div to illusion and then necro not sure if the order is right. Feats are extra mental focus, power attack, heavy armor and then extra focus power
Ok my last attempt at this was a few years ago and just trying to see if anything has changed that I might have missed. Looking for a character with full armor and a sword and shield. Would like to mainly use the one weapon unless there is a cheap way to add a shield bash in there. Would like a little magic in there if possible and decent skills. Ideas so far:
Slayer: take ranger combat and two weapon fighting..no magic but have enough skill points to put into UMD.
Swashbuckler/daring champion Going with one weapon with a decent hit light armor and buckler sort of hurts though. Same issue points towards UMD.
Kinetic knight: Burn scares me and honestly stats seems a bit strained.
Occultist: really hits all the boxes but 1 handed doesnt really get a major boost
So went to work on a hexcrafter and had fun planning out. Then I played it and realized that A. The gm's eyes began to gloss over with frostbite and B. There are possibly too many moving parts. So thinking about doing a switch and looking at what to do. My eyes always go back to the occultist but after some effort I always kinda wish there was more. I would like to do a kinetic knight (dwarf earth with possible aether) but worried that there are too many moving parts. Don't get me wrong I like my complex character but with a newborn and the sporadic play time...sometimes I decide at the last minute I'm playing and kinda misplaced what the idea was. Aka my main is a Archer inquisitor lvl 10 and half the time I'm about halfway in the game when I realize that "hey I can do this"
So what would you build with a str 16, dex 12, con 14 int 16 wis 10 and cha 7? Gm might allow some slight tweaking on stats but curious where people would go.
So slowly working on my skald and finally at the point of adding a level of bloodrager with the feat amplified rage. Since I'm take a dip and slowing my skald down I want to make sure not to regret it. So first I'm looking at a greensting scorpian familiar with valet and figment. Taking the feat go unnoticed and plan to keep on my person, meeting the adjacent condition for amplified rage, also grants me +4 init, the alertness feat and can use fast healing 1 5x per day. I'm thinking about going urban bloodrager so I can still gain +8 str, +4 con but no will bonus and no ac penalty. Then to add to that thinking maybe go blood conduit for improved trip. The Skald is fated champion, main weapon is a Bardiche and taken combat reflexes.. gonna sell the med armor and go with light armor for now since I'm losing the speed boost but no ac penalty. Dex is 14 atm and str is 16
So working on my Hexcrafter and for the most part I'm aiming for a Transmorgifist from the hexcrafter guide..but of course I don't like to just play by number. So anyways I'm thinking level 1 going with enforcer but at level 3 I'm leaning towards wand wielder so I could use the frostbite wand that would allow me to use the two attacks and do 1d6+1 non-lethal so enforcer would kick in...also the wand will not provoke a attack of opp. Probably pick up the slumber hex at 3. While rime is good it wouldnt stack with wand and not sure if it is something needed until later. Familiar for the sage figment I am aiming for at level 5 (possibly rime) Debating on where people tend to go
First of all this isn't a paladin thread :P I'm working on my magus debuffer and I typically don't debuff but doing something different. My issue comes down to if I do nonlethal damage until someone drops...and then finishes them off or if I use the slumber hex to knock someone out and then kill them...I feel like I might be crossing a moral line. Not saying this would be the typical answer but if you know someone is evil..better to get rid of them before they come back to attack you. Granted this is for pfs and no evil class...I'm figuring neutral...Was gonna do neutral good but would that apply to this character?
So been looking for a new character and went back to magus, a class I long planned to do but never did. I am a conservative caster, I'm nervous to blow through spells but that is the point of the magus. So obviously back to the hexcrafter, I kinda went back and forth and I admit I forgot about the hexcrafter guide. So the option one, Melee Transmorgifist is pretty much what I'm aiming for. Seems to have a lot of options on the plate. What I'm wondering about is 2 things...what would you do for stats and would you change anything now. As far as I know the guide hasnt been updated in a long time so curious. This is for PFS if it matters.
hexcrafter:
The Melee Transmorgifist
This Hexcrafter is more orientated on Melee damage via using Magic to pounce and the Monstrous Physique spells to gain extra attacks. He is basically a Jack of All trades as far as Debuffing and Battle control goes.
Here is an Example with either a BLADEBOUND HEXCRAFTER, or Regular HEXCRAFTER.. If you don't want blade bound, get a familiar..Elf is best race for racial arcanas
Trait: Magical Lineage (Frostbite), Wayang Spell hunter (shocking grasp)
1- Arcane pool, cantrips, spell combat, Rime Spell
2- Spellstrike
3- Arcana: Familiar (either raven or pterosaur)/OR BLACK BLADE, Enforcer
4- Hex Magus: Slumber
5- Bonus Feat: Blindfight, Combat Expertise
6- Hex Arcana: Evil Eye, Racial: Hex Arcana- Flight
7-Knowledge Pool, Medium Armor, Moonlight Stalker
8-Improved Spell Combat
9-Spell Scars, Improved Familiar (Fairie Dragon)
10-Fighter Training
11-Power Attack, Spell Recall, Intensify Spell
12- Hex Arcana- Ice Tomb, Racial: Hex Arcana- Retribution or major healing
13- Heavy Armor, Arcane Accuracy
14 Greater Spell Combat
15- Arcana- Bane Blade, Craft Rod
16- Counterstrike
17-Quicken Spell, Spell Perfection:Chain Lightning
18- Hex Arcana- Summon Spirit, Racial: Lifegiver
19- Greater Spell Access, Dazing Spell
20- True Magus
How it Plays:
At real low levels Shocking Grasp is Still better, but once you get Alter Self or Monstrous Physique spells and multiple natural attacks, Frostbite, it's awesome.
You pre shift into a Form with multiple natural attacks. Say a Gargoyle for example
Now Close and Use Frostbite. You x/touches per level. So if say you had 2 Sword attacks + Claws+Gore.
You could full attack with your scimitar and combine it with your natural attacks. (This means they are secondary Nat attacks or BAB-5), pop a swift action on Arcane accuracy.
Now you have 2 scimitar swings +claw+gore. If your INT is High enough they have a good hit chance. Each attack does normal damage + 1d6 cold + CL in non-lethal. And Entangled for Rime Spell.
That is enough non lethal to knock most things out in a round.
Simple trick but a good one.
The pinnacle form is the 6 armed CALIKANG.
Unless I missed something the guides for the occultist havent been updated and no real opinion about the haunt collector. For the most part most on the forum feel it is pretty nice. I was curious about a couple things and hoping for clarification/advice. First off I plan to go champion but then I see you can get another one later on...so do they stack? Also it appears I get the bonus but dont have to worry about going to the location or worry about any penalty from the spirit? Plan to still go with a fighter type so of course going transmutation etc...now to make the most out of the spirit I'm debating on haunting the abjuration item. I would lose the resist bonus but I am more likely to put points in abjuration (besides in transmutation) So it seems I would get more of a boost that way. I was thinking about putting in in divination but really dont plan to put many points in there. Oh what other spirit than champion?
I have way too many characters in my head and trying to decide which way to go for a PFS lvl 2. Currently I have a high lvl inquisitor archer, mid level investigator and a low lvl skald.
First idea is a straight battle host occultist...thinking a full plated charging str based type mainly focused on transmutation and a little adj.
Second idea is a nature fang druid...using spells for control/buff companion with archery...slight variation I was debating is taking a lvl dip in occultist for trans and bane.
Third idea, not original but might go for a hexcrafter magus either bladebound or with a familiar... been on my list forever.
Last someone gave me this idea, would be rough but 6 lvls witch (leyline guardian) with one lvl fighter eldritch knight X.. sort of a switch hitter type character
So looking at doing another character for pfs and really want to get to my "melee monster" Now I could always do the fighter or bbn but I like to have options so debating on going finally with the occultist or kinetic knight...kinticist has me a bit intimidated by burn (saw a new guide and need to read up) and with the occultist I really like the options but he feels a bit limited later on. Also debating on just going battle host since my main go to will be transmutation followed by abj and div... Just curious what everyone thinks, any warnings or suggestions?
So I keep trying to find out exactly why the exploiter wizard is so much better than the arcanist. Maybe I'm missing it but I couldn't find the exact reason why. Maybe because I usually think about the occultist archetype of the arcanist. Does anyone know if there is a guide or a good post?
So I admit I am killing time playing Tera and started a valkyrie. I am doing a skald reach build but will only be touching it. So I'm wondering what do you really need to get kinda nuts with reach? Obviously fighter will be probably be the best but trying to figure out what is the magic number of feats to really do well.
So trying to plan out my wish list and running into some issues. I was looking at a circlet of persuasion for the +3 cha skills but then I saw the lore needle takes the same spot. I'm really thinking I have a lot on my list. I also thought there was a masterpiece to help on knowledge checks. I plan to use a wand of heighten awareness, once I get a haversack I plan to get a collection of chronicles and am currently trying to get at least one point in each knowledge. This is for PFS
So been struggling to make a new character for PFS. Was debating on a nature fang druid with archery, but I felt his accuracy and damage would fall behind. Thought about a going a cleric with a dip in bloodrager (for a sage familiar) but then I found out it wouldnt go up with...I liked the cleric but felt the skills were too low for my taste. I was gonna go the shaman but I feel like he is gonna take a long time to actually come online (like 4 or 5) Kinda stuck at this point.
Idea I'm trying to go for is a str based character who has decent skills I would like to go a full caster but not a game breaker. I am currently using a inspired blade/investigator and a inquisitor archer and have had a lot of fun...trying to come up with something different while having fun. I did try a skald but melee was not working.
So I always wanted to try the reach cleric but the skills (2+) always bugged me. Then I found out about the sage familiar and decided that might be a way to work around (granted it takes a few levels) I just wanted to know if this would work:
So 1 level urban bloodrager, with familiar based off of cleric levels. Then Evangelist cleric with heroism domain. Stats are 16 str, 14 dex, 13 con, 12 int, 14 wis (every upgrade to wis) and 10 cha. Plan to work on reach feats and pick up lingering performance, extra rage and sacred summons. So leaning towards human. Plan is to buff on my turn, attack of opp in between and summons when needed
So I went back through some old posts and realized I have been trying to figure out my level 2 character for PFS for 5+ months. I've went through many ideas but they havent clicked. So Thinking Back to my skald idea. But while he looks good on paper in play he has been kinda lacking. Was thinking about going reach for it to kinda offset some of it. But feats are really tough. So the other question is how does a bard compare? Was aiming to be kinda front liner But seems like bard's archtypes give up bardic skills for increased combat not sure if that is the way to go (although there seems to be more support for bard) Quick version, plan to take 1 level bloodrager and then skald x half orc utilizing amplified rage with a valet familiar I can post the character later. Problem with going reach is his dex is only 12 atm
So my level 6 investigator had a 18 in umd and I know my damage might start to lash down the road. Curious since you can emulate a class ability I could technically be able to emulate a class like skald to be able to use like furious and bloodsong out no? Sorry on three phone during break
Sadly I dont get to play very often but when I can it is great...I realized on a couple characters atm I'm unsure where to go. (perhaps due to overthinking since that is where most of my hobby is) I was gonna ask where to go but then upon realization that what he can do might matter a bit more than the choices...ie one is perhaps more obvious than another.
That said I've reached 5th level as a investigator with a level dip in the fine art of fencing (ie swashbuckler) I enjoy being a generalist with this character. But it seems to be a fine edge however to be combat effective and skill based. That said I'm probably having more fun in this profession than I have in many awhile...
Ahem anyways I'm finding myself typing in character :P I actually love the complexity of the character and play him as fencing sherlock holmes going so far as to name him the french equivalent (he's a half elf so it works :) I'm struggling to explain how to ask the questions... Anyways I am relying heavily on alchemical allocation with this character With 3 uses a day and a slowly building stash of potions, currently I use a potion of heroism(5th level) and barkskin (caster level 12) With a potion of darkvision just in case. I plan to keep working on that so that is a major concept with the character. His skills are pretty high assuming the heroism and heightened awareness going I have 18 perception and 17 to disable device. He also has 18 Umd and 14+1D6+1 to knowledge skills. I have mutagen and quick study already. He hits with his rapier at +14 and 1D6+11+2 precision. His ac is around 29, 32 if he pops out his emergency wand of shield.
The question is at level 6 should I go trap spotter or go with extend potion. Then at 7 would you go with irori deific obedience or the feat to change the weapon damage on the rapier from piercing to a alternate damage type (forgot the name of the feat. Or am I missing something else?
I always go back to the shaman only to turn away so here is my thing...is it possible to do a battle reach shaman that goes with lore and arcane enlightenment? This is for PFS might do a one level dip if that would make it work or am I delusional?