miath's page

Pathfinder Adventure Path Subscriber. Organized Play Member. 9 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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Calliope5431 wrote:
Nintendogeek01 wrote:
YES IT'S NOT SHELYN!!!

My hats remain safe.

Gorum is just so...generic.

It does sort of feel sort of like a "not with a bang but a whimper" sort of situation, and I mean that with the utmost respect for people who like Gorum.

He's just NOT that interesting of a choice.

Not sure how I feel about it. Not sure what ramifications could be happening following the death of A god of war. War existed long before Gorum came to be. Unless he was protecting something dangerous...I just don,t see what kind of impacts his death could create.


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Same here; no files. Should we report it somewhere else?


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Thank you all for for the feedbacks, I now have a template for venomous snake's animal companion. I was thinking of maybe play with the stats mod but math seem too tight for it ( all template have +8 total or +4 with the penalty to int. ) I prefer not to touch it too much even if a venomous snake should have more dex than con. Here's the template for anyone wanting to have something like this.

Venomous Snake

Your animal companion is a venomous snake, such as a cobra or a rattlesnake.

Size: Small

Melee: ‘’1 action’’ Fangs (Finesse) 1d6 plus poison

Str: +3, Dex: +3, Con: +1, Int: -4, Wis: +1, Cha: +0

Speed: 20ft, climb 20ftt, swim 20ft

Hit points: 6

Skill: Stealth

Senses: Low-light vision, scent (imprecise, 30ft)

Special: Venomous snake’s Fangs attack deal an additional 1d4 poison damage or 2d4 poison damage if the venomous snake is a specialized companion.

Support Benefit: Your venomous snake drips poisons from its fangs when you create an opening. Until the start of your next turn, your strikes that damage a creature in your venomous snake’s reach also deal 1d6 persistent poison damage. If your venomous snake is nimble or savage, the persistent poison damage increase to 2d6.

Advanced maneuver: Darting attack

Darting attack (1 action, Flourish)
The venomous snake Steps up 10ft and then strikes or strikes and steps up 10ft.


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Hi, My daughter is about to make her first character soon and she want to play a Human/elf Ranger with a venomous snake animal companion. I search on Archive of Nethys to find something that can match and I found out that there is no template for venomous snake animal companion. I'm somewhatish confident in making one by mixing the snake/Scorpion together but I would like some advice.
Do I drop the bite to 1D6 instead of 1D8 to balance out the poison damage? Also I am clueless about what support ability I could give this template. I will be happy to take any feedback on it, thank you.


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Wrong John Silver wrote:

I'm in the market for a wand. Basically, I'm looking for a sorcerer/wizard spell that would be useful in combat situations in general.

The budget is 750gp, so it's pretty much guaranteed to be a first level spell with a save DC of 11, so I would prefer something that doesn't rely on saves.

Magic missile is, of course, the first one I'm thinking of, and it's a great choice. However... would anyone have any other suggestions?

A wand of enlarge person could be useful on a tank or a melee class in general. A wand of Ray of enfeeblement; even if its fortitude DC 11 it deal half damage. A wand of silent image if you have some imagination is really good ( A save is allowed only if the enemies interact with it ); create illusory wall to obstruct vision or separate group of enemies.


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Nord wrote:
miath wrote:


Thanks for the advices. I'm also struggling for my feats progression and I want to avoid two-weapon fighting if possible.

Yeah, skip two-weapon fighting. You have a limit amount of bombs as it is. Also, once you experience the power of haste+rapid shot+attacks from BAB (using fast bombs). You'll see that two-weapon fighting is just overkill anyway.

Even with a supportive role I would pick up offensive feats and discoveries and let the support come from infusion to give out extracts to the party members before or after combat.

Here's the feats I would always take while using bombs:
Point-Blank Shot
Precise Shot
Splash Weapon Mastery (3 feats in one, really good)
Rapid Shot
Extra Discovery

I highly recommend these discoveries:
Infusion (must have for support role)
Precise Bombs (transform the crazy alchemist who hurt the group to a responsible party member)
Explosive Bomb (incredible AoE and high damage, this together with Splash Weapon Mastery where you can pick one extra splash square often allows you to splash damage a big part of the combat field)
Frost Bomb (for those nasty fire immune mobs)
Force Bomb (I picked this at level 13 and asked myself why I didn't pick it earlier, at that level mobs were often immune to both fire and cold)
Fast Bombs (lvl 8)
Sticky Bomb (lvl 10) (straight up damage boost)
Healing Bomb (since you want to go support role, but don't force you to take it, since the healing isn't that great and a round where one of the most offensive characters in the group isn't dealing damage can be a wasted round, you can always give out potions of healing after combat).

Traits:
Trap finder
Focused Burn

Archetype:
Trap Breaker

Items:
Pick up a crossbow for early levels but eventually go out of fashion. At lower levels I used a stash of Flasks of Acid when I ran low of bombs also.
Really are not any items alchemist-only items you drool over but an a headband of intelligence +6 add insane amount of power to the class so save all money...

Thank you for all your advices. I begin mummy's mask tommorrow. I'm glad to have a better idea for my alchemist build


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Nargemn wrote:

If you were only looking for an alchemist build dedicated to trapfinding, the trap breaker does a phenomenal job, and someone in the Mummy's Mask campaign I'm currently running is using one to excellent effect.

Otherwise I think you're trying to do too broad a focus - healing, sneak attacks on bombs, and trapfinding. Not that it can't be done, but I think it can be done more efficiently. Losing Throw Anything hurts, as well as 2 levels of Alchemist to gain Chemical Weapons from Underground Chemist.

My recommendation would be to put aside the Rogue levels and take the trap finder campaign trait from, what do you know, Mummy's Mask! Taking out bombs leaves something of a void, of course, but a good way to make up for that would be taking the vivisectionist archetype as well, which appears that it SHOULD stack with both chirurgeon and internal alchemist. Of course in the flavor text it states how different the outlooks of a chirurgeon are versus a vivisectionist, however I think it's perfectly logical to have a master of the surgical arts (which your character seems to be aspiring to) not only be perfectly aware of how to heal people, but to also hurt them. After all, medicine in a big enough dose is poison.

Those are my thoughts on the build, anyway, and I hope it helps.

Thanks for the advices. I'm also struggling for my feats progression and I want to avoid two-weapon fighting if possible.


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Secret Wizard wrote:
Not sure Rogue does much for you here.

A minimum damage output in melee and a good debuff at lvl 4? More importantly it give me a way to disable magic traps and spot them. Also the sneak attack to splash weapons sort of compensate the low damage my bomb would do with multiclassing. Any suggestions?


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Hi, I want some help with a build I'm trying to make. An alchemist support who will also gonna be the trap spotter of the group
(Mummy's mask adventure path ).

I just fear that my concept and build will not do well in combat situation. I don't wanna destroy all the encounters either. If you have some advices for me that would be great.

Race: Human
Classes: Alchemist (chirurgeon/internal alchemist)/unchained rogue (underground chemist)

(20 pts build)
str:10
dex:15
con:14
int:17
wis:12
cha:9

Feats: Iron will, (?)
Traits: scholar of philosophy, (?) (?)
drawback: meticulous

1: alchemist 1 ( Breath mastery, bomb, mutagen, alchemy,brew potion)
2: rogue 1 ( finesse weapon, trapfinding, sneak attack )
3: alchemist 2 ( infused healing discovery (?) )
4: rogue 2 (rogue talent trap spotter, add int to all splash weapon)
5: rogue 3 ( sneak 2d6, danger sense +1 and finesse training aka dex to damage with 1 weapon )
6: rogue 4 (Uncanny dodge, debilitating ability, precise splash weapon aka add sneak attack dam to splash weapon)
7+: alchemist

What do you think? Maybe I just want to do too much stuff with my character?