grindyelmo's page

Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Thanks! Much appreciated!


Thanks everyone for your suggestions.
I'm already polymorphing the devil monkey into a deathsnatcher via Monstrous Physique 1 if he's not throwing rocks while doing reach tactics. It's pretty cool and flexible.

I think if we both took the Improved Spell Share teamwork feat on 7th and 8th level buffing in the first round would be more effective. Elemental Aura is a great idea, so is maybe Call the Void.

Maybe I'll really go into a more broad utilitarian direction. Until I'd say that there's almost no downtime for crafting.

If anyone has more ideas for development or tactics, please share!


Dear community, I'm looking for your insight into the development of my character. We're playing Carrion Crown and are almost through the second book. At the end of last session we turned level 7 and I'm unsure how to proceed. Next to me my party consists of a standard strength based tiefling magus focused on shocking grasp and an aasimar angelfire apostle cleric with glory and day domains. My character is an aasimar sylvan sorcerer that up to know mostly buffs her devil monkey that is the biggest damage source for the team. Sometimes I use scorching ray/magic missile.

Str 12 Dex 18 Con 16 Int 14 Wis 10 Cha 20

Traits: Beat Bond, Focused Mind
Feats: Celestial Servant, Boon Companion, Wasp Familiar

Feats of the devil monkey: Combat Reflexes, Power Attack, Hefty Brute
The wasp familiar has the protector archetype.

At level 7 I'll probably get Improved Initiative from my sorcerer bonus feats but I'm really open to suggestions.
How would you proceed with feats and spells? I see a potential in getting weapon finesse and polymorph myself into smaller forms. I'll be choosing polymorph spells for the devil monkey anyway but damage might be an issue for my sorcerer. Or should I go for a blaster role? Or focus on more transmuting spells and pick some offensive ones?

Up to now we have not encountered anything that we couldn't power through. Traps are circumvented or disabled with wand of mount/break. Skills are well spread.

Thanks for your help!


The synergy that I see are the later powers of the madness domain/blessing. You can confuse everyone within 30ft as a standard action and as a swift action force them to hit themselves.

So this potential character has melee single target debuffs (touch of madness) and an area debuff option.

The double repose touch attack (with quicken blessing) might just be to much to fit into one character that is feat-starved due to VMC. So maybe worshipping Groteus or the Lost Prince might be a better option to open up variant channeling madness.

Thanks for the other combo suggestions! I'll read up on them.


What is the fastest way of getting both domain and blessing class features in one character?
Right now the fastest way I found was Divine Tracker Ranger VMC Cleric.
This would give me 1st domain power at level 3, 2nd level 16 (way to late) and minor blessings at level 4 and major at level 13.

I wanted to make a martial bad touch character and synergize madness domain with madness and repose blessings for praying to tsukiyo. This allows this concept to work with a non-evil character but locks me out of variant channeling madness for more confusion.

Do you know a way for earlier access and do you know any other cool combos for domain and blessings?

Thanks!


Welcome to the Imp(ressive) Aerial Shocktrooper build. All critic and input is welcome! This something that I came up with for a possible new character. It's a high mobility martial kineticist. As discussed in the topic "Air's Reach and Blade Rush interaction" it is up to DM fiat if those two interact but even with only 30ft Tele-Charge it sounds fun to me. There's no stat distribution included because we roll at my table but it'll be Con>Str>>>Dex>Int>Wis>>Cha. Race is Human. Build continually grows over all levels and is always playable throughout. Only few magic items seem "necessary" apart from light shield and heavy armor including enhancements: Boots of Elvenkind, Dueling Gloves, Sash of War Champion.

My train of thought was something like this:
Roll With It emphasizes Standard Actions - Kineticist uses a lot of Standard Actions but to boring - Kinetic Knight is rarely played - need to reduce armor penalty so VMC fighter - now I have Weapon Training so try to include Iron Casting.

Level distribution as following with VMC fighter:
1) Hinyasi Brawler
2-9) Kinetic Knight Kineticist
10-13) Esoteric Knight
14-20) Kinetic Knight Kineticist

Feats& Features:
Traits: Armor Expert, Carefully Hidden
1) Martial flexibility, Improved Unarmed Strike, Throw Anything, Light Armor Proficiency, Racial Heritage Goblin, Tribal Scars Raptor
2) Electric Blast, Kinetic Blade, Thundering Infusion
3) Heavy Armor and Shield Proficiency, Air's Reach, Bravery +1
4) Blade Rush, Resolve, Elemental Overflow +1
5) Roll With It, Elemental Whispers (Acrobatics)
6) Kinetic Whip, Infusion Specialisation +1, Penetrating Infusion
7) Wings of Air, Bravery +2, Elemental Overflow +2, Armor Training +1, Internal Buffer +1
8) Air Blast, Thunderstorm Blast, Celerity
9) Engulfing Winds, Infusion Specialisation +2, Skill Focus Acrobatics,
10) Combat Reflexes, Martial Weapon Proficiency
11) Eldritch Armor, Weapon Training +1 (Blast), Bravery +3
12) Aerial Roll
13) Branch Pounce, Step Through Reality,
14) Blade Whirlwind, Magnetic Infusion, Elemental Overflow +3
15) Magnetism, Armor Training+2, Bravery +4
16) Whip Hurricane, Focused Blast, Greater Resolve, Infusion Specialisation +3, Internal Buffer+2

This limits my levels that don't advance blast damage to 3 but giving weapon training with 5 effective fighter levels by level 13 for iron casting. Elements will be Air-Air-Aether. He will threaten through Improved Unarmed Strike when using Kinetic Blade. BAB is above normal Kineticist. Will save is very weak and converting bravery to will saves comes online only very late so maybe there's need for Iron Will.

As mentioned above, please discuss/improve/adapt and thanks for your time!


Thanks everyone for your insights! I agree with you that it's unclear but might not be unbalanced to allow it.


Happy new year. For a possible new character I'm stuck on a kineticist question.
If my element is air and I get kinetic blade and blade rush, does blade rush benefit from air's reach? If yes, is this still true for the Kinetic Knight archetype? Would this then partially negate the lack of a ranged blast as I could just "Tele-Charge" 60ft.?
Thanks in advance!


Thanks for that very useful link!
I also did a calculation and come up with:
Lvl 6
+4 BAB +4 DEX +1 racial -1 large size = +8
2d6 +10 1,5*STR = 17

+1 racial to hit and 1.5*STR to damage come from rock throwing (ex). Base damage should be 1d8 according to FAQ for large size (same as the hill giant) but Hefty Brute gives us a size increase. Possibly +6 damage if the monkey smites evil from celestial subtype.
So it's between green and orange without buffs or whatever the sorcerer does. I think I'll just go with it and see how it performs in the real game!
Thanks everyone for your insights!


Thanks for your answers. Yes, my PC will take both Boon Companion as well as Celestial Servant. Celestial Devil Monkey was just to tempting to pass up.

Deadly Aim is a great idea! I don't know about Precise Shot / Point Blank Shot... I feel like the monkey will just throw until enemies are close enough to attack in melee or be polymorphed in round 2.

How do you think it'll be damage-wise in midgame?


For an upcoming Carrion Crown game I'm building a small Aasimar Sylvan Sorcerer focused on polymorphing his animal companion and blasting. My animal companion will be a devil monkey and I'm thinking of optimizing him around his rock throwing ability gained at 4th level for when he's not or right before he's polymorphed. It's going to be a small group of 3 PCs (standard Magus, Anglefire Apostle Cleric focused on summoning and me). Those are the feats I thought about, from level 3 onward he has intelligence 3 for feats.

1 Combat Reflexes
2 Power Attack
5 Hefty Brute
8
10 Vital Strike
13

What would you add or change? Are there any sorcerer spells that come to your mind that would help like animal growth? Do Multiattack or higher BAB enable more throws per round and would quick draw be needed? I noticed the startoss style feats but rocks aren't in the thrown weapon fighter category so it probably won't work RAW. What polymorphed forms do have rock throwing or similar abilities that would benefit from the selected feats?

I know that's a lot of questions but your help is very appreciated!


Thanks for the insights and corrections to damage. I'll have a talk with my GM. Maybe I'll try to get to the desired concept differently. Maybe more melee oriented with one level of Kinetic Knight and rest in Hinyasi (+5 Fighter for Iron Caster). I'll have to think about it.

@meirril: Pathbuilder lists Improvisational Training as level 1 and the original text just says that it replaces the second level bonus feat but the text doesn't start with "At level 2, ...".
Elemental Annihilator gives access to Rapid Shot as a bonus feat. Flurry of Devastion explicitly mentions it. It also explicitly says that you can use Vital Strike in Devasting Infusion. Check Archive of Nethys.


Well this is a thing I'm conflicted about, too. The damage in my character is not modified by "annihilator’s class level or use of composite blasts" but by the simple blast itself. And it doesn't add to the damage but replaces the complete blast damage with something else (the object and improvised damage).
It says "instead of dealing your normal blast damage".
Normal blast damage would still be fixed by Devastating Infusion. The change happens somewhere else than specified in the ability.
What do you think?


Dear community,
I'm looking for your aid with my build. The idea is to make a viable switchhitting aether kineticist using shikigami style to increase damage of telekinetic blast (with loosing the strands).
Hinyasi makes all improvised damage d6, Shikigami style increases it three sizes to 4d6 eventually. I plan on using rocks from the ground or simple sling bullets as they will break on impact. Down the line Gloves of Improvised Might should increase damage but probably don't give their bonus on to-hit. Things like Enlarge Person or increased unarmed brawler damage (Monk's Robe) could be added.
The levels of Mutation Warrior are for access to Mutagen and Iron Caster stuff as Elemental Annihilator looses versatility. Fighter levels give me straight BAB increases that work well for the character. The trade-off seems fine for me.

Brawler Hinyasi 1 / Kineticist Elemental Annihilator 6 / Fighter Mutation Warrior 5 / Kineticist Elemental Annihilator X

Str 14 Dex 16 Con 18 Int 10 Wis 12 Cha 8

Feats (Human)
1 Throw anything, Shikigami Style, Shikigami Mimicry
3 Deadly Aim, Rapid shot
5 Shikigami Manipulation
7 Iron Will
8 Power Attack
9 Vital Strike, Weapon Focus (Blast)

My questions are: Do you think this is a viable (non-PFS) build? How do you see the Iron Caster addition ... Do I loose to much from Elemental Annihilator? Should I go into pushing infusion? What further feats would you pick? I'm not looking for deeper Shikigami Style abuse.

Thanks everyone!


I read a lot about the mauler archetype being used with goats. I kind of like the idea to make the "normal" familiar more valuable and not just forgetting it completely or waiting to change it to a better one.

And here comes the figment archetype for the goat...now it auto-resurrects without any costs. Isn't it wonderful and very practical if you are for example suddenly short on sacrifices?
Just slit your goat’s throat as an offering to your god or spirit or demon and get it back for a next ritual after a full sleep.
What would you think he would get in return for this offer? A shaman for example couldn't commune with his spirit and would have to sleep again...so it would be a real sacrifice. What would a wizard get out of this?

Another question now is how damaged do you think the goat would become throughout this process? Maybe even killing itself from time to time or starting to disobey? Would a shaman get into trouble for that witch his spirit?

Thanks for the help and ideas!