Hitting Against AC w / 1 / 2 BAB Characters


Advice


I find this is the biggest bar of entry for some of the more interesting builds. Of note I've got two characters that need to get over this hurdle. The first being a White Haired Witch, which more suffers from poor design decisions than anything. The other is a Sorcerer who I want to focus on using the Abyssal bloodline claws and the inherent +6 to Strength (through Eldritch Heritage, they're actually Crossblooded with two other bloodlines for the character I wanted to build, before someone suggests just taking Heritage on a different character).

Honestly, the missing +10 to attack over 20 levels hurts hard. I'm aware the tradeoff is spells that generally fire against TAC, or else target saves, thus very rarely will you need to be trying to hit AC at all. My point remains though, if that is what a character wants to do, how can you surmount this hurdle?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Are you asking how *not* to be a 1/2BAB character?

- take fewer levels in spellcasting and more in martial classes.
- use tons of buffs to make up the difference.
- take levels in a 3/4 BAB class that has reasonable spellcasting.
- get (or make) all the stat-boosting items you can.
- exploit the Wish spell to boost your combat stats further.

Alternatively, just stay out of combat and summon hellish creatures to fight for you, while you alter the universe with your magic.

Or play a "gestalt" game where your PC can take levels in two classes simultaneously.


Isn't the traditional way to use natural attacks, possibly gained by polymorphing yourself into something scarier?

If you want to be a wizard who hits people with a sword, being a magus or an EK probably works better.


As you said, spells and targeting touch AC is your best bet to perform well. The best way I know how to do that is with the Magus Arcana (Accurate Strikes) which you could access with the VMC Magus option. It also gives you the ability to buff your hair attack. Archetypes like the White-Haired Witch are not suited for players either new to the game, lacking system mastery, or not seeking a challenge. You are not going to (easily) find a way to do it with using the default class progression.

For your White-Haired Witch, if you are interested in my opinion, I'd suggest dipping into Unchained Rogue (Sylvan Trickster) for two levels (thus unlocking hexes, free weapon finesse, and evasion). If you have a permissive GM, they might allow your witch and rogue levels to stack to determine access to rogue talents, and effective Hex levels.

For your Sorcerer character, prestige into something with full BAB that also progresses spellcasting at a reasonable level.

If you want some other ideas, or want to brainstorm together, you've got my personal email and I am more than willing to help you out.


PossibleCabbage wrote:


If you want to be a wizard who hits people with a sword, being a magus or an EK probably works better.

Or a Bloodrager, or an Occultist, or a Bard, or a Telekineticist, or a Mesmerist, or a Synthesist Summoner, or an Investigator, or a Skald, or a Medium...


I tumbled the WHW around a while with a couple different multiclass options to try and accomplish a few different things (the Neckbreaker feat being the first big one, but it turned out to be basically impossible and didn't work how I hoped it would). In the end, the best solution to the problem ended up being go pure WHW, build the combat feats to maximize Grapple (due to again, very poor design decisions like only getting Int to grapple when specifically making the grapple attempt on a successful attack, not to maintain) and rely heavy on Transmutation and Polymorph spells to be big and scary. Not ideal for what it does, but I got the character I wanted out of it in the end.

The Sorcerer, the claws are entirely secondary. The main strat is Crossblooded with the Solar bloodline and the new Phoenix bloodline. Basically max out the capabilities of Fire spells since each of them is double use. With the Blood Havoc mutation, Solar's arcana, Flumefire Rage, and more. When looking at his physical capabilities, I wanted originally to give him a greatsword or another big martial weapon (for thematic reasons), but measuring multiple proficiency feats versus getting +6 Str and a decent enough scaling melee weapon (which at higher levels becomes Flaming, which synergizes with Friend of Fire from the Solar bloodline. Still a toss up between whether to take it or Immolate for the level 3 bloodline ability, since FoF is only for self healing, and Immolate insentivizes being up in people's face which would make you likely need the self healing more... Both would be nice but it isn't viable when you want both level 9 bloodline powers for infinite flight and a tonne of for everyone healing) taking a third bloodline to cherry pick some more bloodline powers was the better option.

When the main thing you want to do is tied to the 1/2 BAB class, and the aspects of that class are what you want, (WHW crazy reach grabbing natural weapon, Sorc bloodline arcanas for healing fire) you don't quite have the choice to just grab a different class. Honestly, I would have just made a Phoenix bloodline Bloodrager if it was an option, but it's not. I would have made a White Haired Monk, but again not an option. If somehow a Gestalt game falls into my lap, then perhaps I would consider the homebrew of mixing either with a Fighter or UMonk, as it stands though I'm asking when you're stuck 15 levels in a class, how to get over this particular hurdle.


So basically what you meant in the OP by "some of the more interesting builds" was closer to "these extremely specific builds" and by "bar of entry" you meant "make the character able to do everything well"? Sometimes things have boundaries, not hurdles; that's part of why it's a party-based game.


It really depends on your level range. The difference between the different BAB progression starts small but grows as you gain levels. You fall behind by 1 point every other level. For an E6 campaign this gap never grows wide enough to be untenable, although by 6th you will be feeling it. However, the gap widens dramatically past this point; the raw BAB difference grows, iteratives start to become a thing, but more importantly the full BAB classes start to get class features that further push their boundaries. Only a handful of builds can keep pace into the highest levels, the natural attack route being one of the most prominent.

Isaac Zephyr wrote:
The main strat is Crossblooded with the Solar bloodline and the new Phoenix bloodline. Basically max out the capabilities of Fire spells since each of them is double use. With the Blood Havoc mutation, Solar's arcana, Flumefire Rage, and more.

Remember that if you take Crossblooded you can only take bloodline mutations as bloodline feats; the Crossblooded archetype modifies the bloodline power class features, and therefor they cannot be swapped out for mutations. Flumefire Rage also requires you to dip Kineticist, so be mindful of that.

However, with this heavy focus on blasting you won't have really have any room on your build for any martial presence. Your point buy will be tied up in Charisma to keep your DC's high, your feats will be tied up on blasting, and you've basically given up on having a large list of spells known by going Crossblooded. You literally don't have room for anything else on a hyper-specialized build like this.


Dasrak wrote:
Flumefire Rage also requires you to dip Kineticist, so be mindful of that.

No it doesn't:

Flumefire Rage wrote:
Prerequisites: Cha 15; bloodrage class feature, elemental focus class feature, or Varisian Tattoo (evocation)


Dasrak wrote:
Remember that if you take Crossblooded you can only take bloodline mutations as bloodline feats; the Crossblooded archetype modifies the bloodline power class features, and therefor they cannot be swapped out for mutations.

How so? Crossblooded neither alters, nor replaces the bloodline power class feature. It simply says you have two, pick one. Bloodline Mutations replace your choice with the mutation, but cannot swap an altered one, say from Wildblooded. For this reason you could be Crossblooded with Wildblooded as they don't alter the same ability. You could even forgo your Wildblooded power with Crossblooded (though why you would I'm not sure).


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Bloodrealm wrote:
So basically what you meant in the OP by "some of the more interesting builds" was closer to "these extremely specific builds" and by "bar of entry" you meant "make the character able to do everything well"? Sometimes things have boundaries, not hurdles; that's part of why it's a party-based game.

You can low key insult me all you like. I have a bunch of odd builds I like to try with different bars of entry to meet the game's proposed difficulty, and those who play with me know I'm the first to be the team player or leader.

These two specifics are my one with a BAB problem, because in my head, the sorcerer in particular, I did more envision a Bloodrager. I liked the Phoenix bloodline for its thematic though for a very old character from one of my earliest stories. Unfortunately, they do not mix. So if I want the abilities that fit the character concept I need to be a Sorcerer, and get at least 9, preferably 20, levels of the class to get all the bloodline abilities I want from it.

The concept revolves around idea of struggling with one's inner demons and letting it out. Part of why I would have preferred Bloodrager, but again, lacks the flavor I'm going for. For that reason my first racial ideas were the Pit-Born Tiefling or the Emberkin Aasimar due to their flavor, before settling on Half-Elf to cut out the dead level range needing to pick up Skill Focus for Eldritch Heritage.

How I want him to fight to fit the concept involves being up in people's faces. Whether taking advantage of Immolate, Claws, or the variety of other tools the class has available. The downside is the class I'm stuck with doesn't do that very well, it casts spells well. I'm trying to build the class against the grain (with a 16 starting Str, to be boosted by Abyssal bloodline Str boost to an endgame 22 without magic) to at least reach a passable level for what I want to do, while still committing enough to what the class does well that I can make a meaningful contribution to the part I play in.


Have you thought of using a Pyrokineticist instead (with or without the Kinetic Knight archetype)?


Bloodrealm wrote:
Have you thought of using a Pyrokineticist instead (with or without the Kinetic Knight archetype)?

Kineticist has been a bit of a white whale character for me. I find it neat but can't think of a concept I like for it.

The fire aspects were less what I wanted from the Phoenix bloodline and more the rebirth concepts. It just synergizes really well with Solar to get more healing out of it, and sub in more bloodline fire spells to take advantage of he bloodline arcana with reduced spells known.

Concept trumps mechanics for me, to match this concept originally it was going to be Crossblooded Abyssal and Phoenix, but summoning bonuses did nothing for the character. I was going to sub in the demonic aspects through being a Tiefling, but couldn't get a mix of racial traits that I liked (and Fiendish Sorcery was useless without taking Abyssal, plus swapping Bloodline Power 1 for Blood Havoc, and wanting more of Phoenix's bloodline powers than Abyssals killed basically any benefits it would offer, so race was offering nothing to the build other than a Cha boost). So to keep demon in the concept, Eldritch Heritage becomes key.

Then as the desire is to get more out of being in people's faces, Crossblooded's reduced spells known is a fair tradeoff for additional bloodline abilities (and the -2 Will drawback also fit the concept), and by taking Solar again, good synergy with the still spellcasting aspects of the class.

The thing I'm most interested in are basically locked into the Sorcerer chassis. And by all accounts, even without being effective with the claws he's got enough going on to be a valued member of any party he's in. Intensified, +2 damage per die Fireballs that can either nuke or heal is a really cool niche.


When I use classes that are 1/2 BAB as a melee-focused character, I try to maximize the ways to attack Touch AC rather than normal AC. Weapon Focus is a great feat for 1/2 BAB classes because it essentially gives you 2 levels of BAB progression.


Ryze Kuja wrote:
When I use classes that are 1/2 BAB as a melee-focused character, I try to maximize the ways to attack Touch AC rather than normal AC. Weapon Focus is a great feat for 1/2 BAB classes because it essentially gives you 2 levels of BAB progression.

The Witch has Weapon Focus (needed it for Feral Combat Training), not sure I could fit it onto the Sorc though.

Is there an easy way to make an attack target Touch AC? Really Sorc only needs it for claws, Witch would love it for full concept. There's not perchance an easy magical enhancement that could be tossed on the Amulet of Mighty Fists (probably not because it would be a no brainer augment for literally every martial character) or a weird slotted item that even just gives X attacks target TAC per day?


There are buffs which give sizable attack bonuses. They tend to be limited or high level or both.

Quickened true strike (3rd-5th level depending on traits, or 1st (3/day) with a metamagic rod) is the biggest example. Heroism and friends give smaller bonuses for longer.

Feats - death from above isn't as good as it looks as it subsumes the charge bonus and the higher ground bonus into its +5, but like it you can generally get +2 situationally from a good feat.

Magic items can duplicate spells or give their own unique bonuses.

Sure feats and magic items at least are hardly unique to spellcasters but if you're more active about scraping up every little bonus than most you can match the full BAB types.


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To attack Touch AC, get a Brilliant Energy weapon asap (technically it's not TAC you're hitting, but you at least get to ignore Armor/Shield AC). I know Brilliant Energy isn't feasible til the mid/late game, but that's the best way to do it. In the early/mid game, you'll want to rely on True Strike, Touch spells, and any class abilities from Bloodlines that give you Touch attacks or Natural Weapons.


Isaac Zephyr wrote:
How so? Crossblooded neither alters, nor replaces the bloodline power class feature. It simply says you have two, pick one.

That is an alteration to the Blood Powers class feature. The Blood Powers class feature does not normally give you a choice, and Crossblooded modifies it to give you that choice. This also makes Wildblooded incompatible with Crossblooded.


Brilliant Energy Amulet of Mighty Fists... this is what you need for the White-Haired Witch, and the Sorcerer using claws.

It's not perfect, but it seems to solve a lot of your 1/2 BAB problems.


Dasrak wrote:
Isaac Zephyr wrote:
How so? Crossblooded neither alters, nor replaces the bloodline power class feature. It simply says you have two, pick one.
That is an alteration to the Blood Powers class feature. The Blood Powers class feature does not normally give you a choice, and Crossblooded modifies it to give you that choice. This also makes Wildblooded incompatible with Crossblooded.

Do you have an FAQ on that one? While I don't disagree with your description, as it is indeed different from the norm, nothing in Crossblooded uses those all important words "This alters/replaces Bloodline". It adds a new ability on top of everything (two in fact when you consider the Drawback aspect of it), but everything about each of the options it gives you multiples of is unchanged.


Isaac Zephyr wrote:
Dasrak wrote:
Isaac Zephyr wrote:
How so? Crossblooded neither alters, nor replaces the bloodline power class feature. It simply says you have two, pick one.
That is an alteration to the Blood Powers class feature. The Blood Powers class feature does not normally give you a choice, and Crossblooded modifies it to give you that choice. This also makes Wildblooded incompatible with Crossblooded.
Do you have an FAQ on that one? While I don't disagree with your description, as it is indeed different from the norm, nothing in Crossblooded uses those all important words "This alters/replaces Bloodline". It adds a new ability on top of everything (two in fact when you consider the Drawback aspect of it), but everything about each of the options it gives you multiples of is unchanged.

faq seems to be applicable to the wild blooded/cross blooded question without too much squinting.


After playing around with a white-haired witch/Sylvan Trickster Unchained Rogue VMC Magus ... I have to say... I am impressed with the possibilities, especially if you take the Strength patron and get those tasty buff spells (Divine Favor/Divine Power specifically). The Maneuver Master Magus Arcana certainly helps with the BAB difference in CMB checks, and being able to use hexes to debuff the enemies is AMAZING.


DeathlessOne wrote:
After playing around with a white-haired witch/Sylvan Trickster Unchained Rogue VMC Magus ... I have to say... I am impressed with the possibilities, especially if you take the Strength patron and get those tasty buff spells (Divine Favor/Divine Power specifically). The Maneuver Master Magus Arcana certainly helps with the BAB difference in CMB checks, and being able to use hexes to debuff the enemies is AMAZING.

Your build? Sounds fun...


Lelomenia wrote:
Isaac Zephyr wrote:
Dasrak wrote:
Isaac Zephyr wrote:
How so? Crossblooded neither alters, nor replaces the bloodline power class feature. It simply says you have two, pick one.
That is an alteration to the Blood Powers class feature. The Blood Powers class feature does not normally give you a choice, and Crossblooded modifies it to give you that choice. This also makes Wildblooded incompatible with Crossblooded.
Do you have an FAQ on that one? While I don't disagree with your description, as it is indeed different from the norm, nothing in Crossblooded uses those all important words "This alters/replaces Bloodline". It adds a new ability on top of everything (two in fact when you consider the Drawback aspect of it), but everything about each of the options it gives you multiples of is unchanged.
faq seems to be applicable to the wild blooded/cross blooded question without too much squinting.

Fair. I was wrong for Wildblooded and Crossblooded from a PFS perspective, though it also says they are viable as compatible so long as Crossblooded isn't accessing powers Wildblooded is replacing.

Bloodline Mutations in and of themselves are additional choice, with the following line: "Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation."

So Wildblooded, which replaces one bloodline power, cannot mutate the replaced power. Crossblooded though isn't replacing any Bloodline powers, you simply have two bloodlines, but can still only gain one power. It's not replacing certain aspects of your bloodline, you have two, and a penalty for having two.


DeathlessOne wrote:
After playing around with a white-haired witch/Sylvan Trickster Unchained Rogue VMC Magus ... I have to say... I am impressed with the possibilities, especially if you take the Strength patron and get those tasty buff spells (Divine Favor/Divine Power specifically). The Maneuver Master Magus Arcana certainly helps with the BAB difference in CMB checks, and being able to use hexes to debuff the enemies is AMAZING.

Strength was my patron of choice as well. Flipside of VMC though using all of my available feats went down Feral Combat Training to get all the way to Greater Grapple and Kraken Style. So when she tags a target with the hair, maintaining has pretty respectable damage bonuses, and great action economy for battlefield control.

Downside... Still kinda wish WHW copy-pasted from the Prehensile Hair hex and just used Int for the hair's Str though. Would literally patch all the pitfalls for the class IMO.

Though I do still wonder about the vagueness on exactly what stats the hair gets to damage in the current version. As far as I can tell, damage for the hair is base die + 1.5×Str + Int due to it more often than not being the only Natural Weapon the Witch has.


VoodistMonk wrote:
DeathlessOne wrote:
After playing around with a white-haired witch/Sylvan Trickster Unchained Rogue VMC Magus ... I have to say... I am impressed with the possibilities, especially if you take the Strength patron and get those tasty buff spells (Divine Favor/Divine Power specifically). The Maneuver Master Magus Arcana certainly helps with the BAB difference in CMB checks, and being able to use hexes to debuff the enemies is AMAZING.
Your build? Sounds fun...

Oh, it's still early in development. As I said, I'm playing around with the options. Final Embrace combined with Suffocating Strangulation make for fun times. Mix in a little Greater Grapple and you can start debuffing with hexes while maintaining your grapple. Picking up Prehensile Hair on top of the normal hair allows for grappling two separate creatures a round without penalties. I'm still narrowing the options for the best feat combinations. It's best to rely on hexes that don't rely on level, saves, or that still have an effect even if a save is made. Also, weighing if 4 levels of rogue (for the debilitating injury is worth losing 9th level spells.


Final embrace has been put pretty much off limits for PCs: 'naga, serpentfolk, or creature that has the constrict special attack as a racial ability' - the naga bloodlines don't literally make you a naga or make you count as one, the naga aspirant druid probably doesn't, and constrict as a racial ability rings no bells for me. How are you qualifying for it?


It really seems like denying Final Embrace is danger-close to martials can't have nice things...

Capital F-that!

Allow it, do it, "embrace" it.

If your GM can't handle a stupid grappling hair Witch, doom on them, not you.


Witches get access to Frostbite, which would work really well with a WHW. Frostbite lasts for multiple charges too (1d6+lvl dmg for 1charge/lvl) so Frostbite can proc a lot during a fight, basically anytime someone touches you accidentally or if you touch them with your hair. And, Frostbite can Fatigue your targets for -2 str and dex.


Ok, so some stupid suggestions. OP doesn't seem to want to change the characters, so I think you need to focus on the things that happen during the game.

If you can afford a feat, pick up Leadership so you can get a dedicated buff bot. Bard would be fantastic. Druid would also be helpful for the witch. Greater Magic Fang on tap would be good.

Though my actual plan would be to spend campaign time to search for as powerful of a druid as you could find and convince them to assist you with a casting of Greater Magic Fang when you can also obtain a Permanency. If you can get a permanent +4 bonus to your hair that would be excellent. Then combine that with an Amulet of Mighty Fists to pick up non-enhancement bonuses.

Also if you have a cohort you could look into having them aid you in turning that grapple into a pin, and then using their action to tie up the creature you're pinning to free you up. Also the cohort might be able to cast Enlarge Person and Shrink Monster would be very helpful. Size matters.


I have a WHW character in PFS, so I've experienced some of the same problems with a 1/2 BAB class (and d6 HD) with a melee schtick. In my case, she took the king crab familiar for the grapple bonus, Weapon Finesse at 1st level, and as much Int as I could give her for the grapple check and damage (and spellcasting, of course). She just got to 8th level, and while she's not a heavy hitter, she does well enough to remain fun. It helps that her other schtick is spectral hand, for when her hair can't reach foes, or when being that close to them is a Bad Idea(tm).

In contrast, my serpentine sorcerer is now 6th level, and has never made a single attack with his bloodline bite power. He's not remotely built for melee, so I decided long ago that if he ever has to resort to biting things rather than casting spells, it means that the mission has gone horribly, horribly wrong. ;)


Tim Emrick wrote:
In contrast, my serpentine sorcerer is now 6th level, and has never made a single attack with his bloodline bite power. He's not remotely built for melee, so I decided long ago that if he ever has to resort to biting things rather than casting spells, it means that the mission has gone horribly, horribly wrong. ;)

That's probably going to wind up this Sorc's case. With +3 damage per die on evocation fire he's a monster. And there's five huge spells that are his bread and butter as he levels.

Burning Hands, Fireball, Detonate (Muhaha!), Fire Snake, and Delayed Blast Fireball. Metamagics if choice, Intensify because it's literally insane to add up to 5dX+15 to a spell, and have it optional half that much healing, and of course Selective. Selective Detonate is basically a full self heal and all my melee allies. Downside, the build currently doesn't get a lot of Fire Resistance taking Immolation over Friend of Fire.


Put your buffs up, then transformation.


One option for the sorcerer is the Evangelist PrC. It will cost you a feat and one level of class progression over the long haul, but you go from 1/2 BAB to 3/4 BAB. It's a minor improvement, though it comes at a less severe cost than a lot of other options.

That being said, you should lobby your GM to accept Fractional Base Bonuses from Unchained. Stacking +0's really sucks.


John Mechalas wrote:

One option for the sorcerer is the Evangelist PrC. It will cost you a feat and one level of class progression over the long haul, but you go from 1/2 BAB to 3/4 BAB. It's a minor improvement, though it comes at a less severe cost than a lot of other options.

That being said, you should lobby your GM to accept Fractional Base Bonuses from Unchained. Stacking +0's really sucks.

That's actually a decent idea. At 6 going Sorc 5, Evangelist 1 would make essentially no difference overall to the main progression save the stacking 0 and delaying a spell or two, but at 7 being back on Sorc track with the Evangelist 2 ability would mean just one sad level. I also still have a free feat in the build. Delaying the early feat progression by 2 levels isn't too bad. The class is online at 1 for the fire stuff and 3 for the claws.

Which Deity though would go best for the character? I'll have to research to see if there's anything that further supports the fire/healing, the in your face tactics, or else just the Demon/Phoenix conflict theme.


Isaac Zephyr wrote:
Which Deity though would go best for the character? I'll have to research to see if there's anything that further supports the fire/healing, the in your face tactics, or else just the Demon/Phoenix conflict theme.

The devil is in the details, as they say. It's boons, alignment, and obedience that you have to watch.

Gorum seems like a good choice for a smackdown type character, but the boons for Evangelist are pretty weak and awfully circumstantial.

Nethys is the obvious choice for a sorcerer or wizard, and has a bit of freedom in alignment since he's N, but...the boons are more utility than flashy. Still, Nethys doesn't care how you use your powers, only that you use them. So, always a good fit unless you're at one of the alignment extremes.

If you are going for righteous smiting, Sarenrae is a great choice, and one of the few ways for an arcane caster to get access to cure spells (as an SLA, depending on which boon you take).

You don't have to restrict yourself to the major deities, though. You can also dig through the empyreal lords and such.

Liberty's Edge

Isaac Zephyr wrote:
John Mechalas wrote:

One option for the sorcerer is the Evangelist PrC. It will cost you a feat and one level of class progression over the long haul, but you go from 1/2 BAB to 3/4 BAB. It's a minor improvement, though it comes at a less severe cost than a lot of other options.

That being said, you should lobby your GM to accept Fractional Base Bonuses from Unchained. Stacking +0's really sucks.

That's actually a decent idea. At 6 going Sorc 5, Evangelist 1 would make essentially no difference overall to the main progression save the stacking 0 and delaying a spell or two, but at 7 being back on Sorc track with the Evangelist 2 ability would mean just one sad level. I also still have a free feat in the build. Delaying the early feat progression by 2 levels isn't too bad. The class is online at 1 for the fire stuff and 3 for the claws.

Which Deity though would go best for the character? I'll have to research to see if there's anything that further supports the fire/healing, the in your face tactics, or else just the Demon/Phoenix conflict theme.

Thematically, Sarenrae seems the perfect fit - Fire and Healing focused, and the Redemption focus fits well for the demon/phoenix conflict, I think. Mechanically the abilities from Evangelist aren't *super* useful to you though :/


Yeah, I actually did a peep looking at part of the original concept of using a Greatsword, since Evangelist also gives proficiency with the diety's favored weapon. Most of the most fitting in terms of offered powers were demon lords, or that one giant god with the obedience of sitting in lava for an hour.

Yeah though, Sarenrae's healing abilities are a joke next to Phoenix bloodline healing, augmented by Solar. As an example, level 5, cure moderate is 2d8+5 vs burning hands being half of 5d4+11 (no Flumefire yet in the build or it'd be 16), or Fireball half of 6d6+13.


My wizard currently wields a glaive, and has occasionally used it. And hit things with it. Evangelist is fun. :) You get quirky combinations that wouldn't exist otherwise.

Lots of interesting options can be found in Chronicles of the Righteous (Ragathiel, anyone?). Inner Sea Faiths is a bit more hit and miss. Mostly miss. But Apsu might work.


Ugh, it's only too bad Feronia doesn't have Obediences. Her lore is a cool pick.


Alright, narrowed the deity choices down to the following:

Szuriel, Angel of Desolation of the Horsemen. Neutral Evil so Profane bonus, pretty cool abilities, Greatsword for weapon.

Sarenrae, the Dawnflower from Core. Neutral Good so matches my character's current alignment, second boon grants some Fire Resist so I'm not as hurt from my own crazy spells. Granted Fire Resist 10 is a drop in the bucket when at 5 you've git +15 on more spell damage.

Moloch, the Ashen Bull of the Archdevils. Lawful Evil, really cool boons when used correctly, unfortunately the fire damage doesn't benefit from all my spell boosts.

Flauros, the Burning Maw of the Demon Lords. Chaotic Evil, the third boon is crazy, adding an additional natural attack which with Evangelist final form would make for 4. With the Vermillion Wings, being a flying snake monster like Quetzalcoatl, while far from the original concept, is really cool. Downside it's an expensive (100gp/day) obedience.

Nurgal, the Shining Scourge of the Demon Lords. Chaotic Evil, really good boons. Keeps on the Solar and Abyssal Bloodlines.


Wait, awe... Noticed Evangelist would be one level behind of Sorc, losing the Rebirth capstone... It was too good to be true.

Still an interesting alternative path for the character.


Well, keep in mind the base feat still gives you all the boons just at a slower rate. If there's a set of boons that you want that are specific to evangelist you can take the feat Diverse Obedience to get them. Sure, you don't get the transformation and perks from Evangelist, but it won't screw up your progression at all.

There are evil versions of the feat as well Damned Disciple and Damned Soldier.


LordKailas wrote:

Well, keep in mind the base feat still gives you all the boons just at a slower rate. If there's a set of boons that you want that are specific to evangelist you can take the feat Diverse Obedience to get them. Sure, you don't get the transformation and perks from Evangelist, but it won't screw up your progression at all.

There are evil versions of the feat as well Damned Disciple and Damned Soldier.

Yeah, I've got a few Diverse characters. The call of Evangelist came from the +4 to a stat and the dodge bonus to AC. Boons were mostly gravy secondary cool things.

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