
twof |

Excellent guide! Thanks for posting it. I've been loosely following it for a bit now (level 10), and I wanted to share the tweaks I've made since I think they've paid off.
- I'm playing a Duergar rather than the suggested human. Pretty much all of their benefits are excellent for the ZAM +2 to Wis and Con, invisibility and enlarge person as spell-like abilities. 60ft of darkvision with daysighted. And all that for 2RP less than a human.
- I took adopted (Oread) for tremor-sense once a day. Pretty useful against unseen enemies.
- My GM let me take a Orc Hornbow as a martial weapon via the Heirloom Weapon trait, which has 2d6 base damage + it's a compound bow. Even if your GM makes you take exotic weapon proficiency, it still might be worth it.
- My GM also let me buy a ring of continuous Gravity Bow, which comes out to 4k gp by the magic item creation rules. Between that and enlarge person, your weapon can have a base damage of 4d6.
- I took a two level dip of Inquisitor (Relic Hunter). This especially feels busted. Free detect alignment at will lets you scout ahead a bit. Will to initiative via Cunning Initiative has me at +14 at level 10. I picked divination and transmutation for my Occultist schools. Transmutation especially is key because that gives you legacy weapon which lets you put a +1 enchantment on your weapon as a standard action. Bane is a +1 enchantment. Bane gives you +2 to your attack and 2d6+2 damage against an enemy type. Going through the Inquisitor archetype makes all of the Occultist stuff scale off of Wis.
- Druchite Arrows punch way above their weight in gold. Chances are, nearly everything you fight will have darkvision, and Druchite gives your arrows a +2 bonus against enemies with darkvision. Craft them durable.
- My party tends to barge forwards a lot, but I think if I was playing this optimally, I'd be leaning harder into stealth and forward scouting to try and get surprise rounds as much as possible. The rules here are a little fuzzy, but we decided that Sandals of Quick Reaction let you flurry in the surprise round.
We are playing with a few home rules that help make this work.
- Fractional Base Bonuses make multiclassing not hurt so much.
- Elephant in The Room means I get a few of the feats on The One's list for free, which gives me some freedom to mess around with other feats.
- A lot of leniency on magic item creation rules.
- The cost of arrows isn't that high, but our GM is letting us craft mundane items using the magic item gold maximum rather than the measly mundane item max.