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How would you reimagine your current (or favorite) PCs using the ACG classes ? How would they be different from their current build, especially in their tactics/roles ?
For example, my current characters would change in the following way :
- Sir Felix Einen, RotRL human archer
Current : Spell-less Ranger 8/Paladin 3
ACG : Hunter 8/Paladin 3
- Irina the Scarlet, Serpent's Skull Halfling Jinx Sorceress
Current : Sorceress (Strega archetype, Arcane Bloodline) 7
ACG : Arcanist (Arcane Bloodline, ?? School) 7
- Lady Adriel, Darkmoon Vale human negative channeler
Current : Cleric 1/ Oracle of Bones 1
ACG : Shaman 2 ?
- Berod Oyeghirn, PFS Halfling STR-dumping freedom fighter
Current : Fighter (Lore Warden) 2/Ninja 1/Wizard (Diviner-Foresight) 1/Flowing Monk 1/Halfling Opportunist 1
ACG : Swashbuckler 6
I will post complete builds when I have some time.
What about your own PCs ?

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Wont that cost a crap load of prestige points or are these changes free but only for ACG classes?
Sorry, I did not mean for actually rebuilding characters for PFS play.
I meant using current characters as a springboard for designing characters that would use the ACG classes.
Thanks for pointing out the ambiguity. I will try to change the title to reimagine ;-)
EDIT - successfully changed the title with reimagine instead of rebuild. Thank god, Helaman and the Paizo site for seeing this early on and still being able to edit the thread title

Majuba |

- Berod Oyeghirn, PFS Halfling STR-dumping freedom fighter
Current : Fighter (Lore Warden) 2/Ninja 1/Wizard (Diviner-Foresight) 1/Flowing Monk 1/Halfling Opportunist 1
ACG : Swashbuckler 6
Seems like a waste of imaginative multi-classing on this one, but to each their own.
I suppose I could swap my mwangi 18-Int elf Barbarian4/Crypt-breaker(alchemist)4 to Barbarian4/Swashbuckler4
Out of 10 PFS characters (only 2 single class), that's about the only one I'd change class on.
I have a Carrion-Crown Sorcerer who uses an archetype that allows more frequent spell-swapping (at a heavy cost). Switching to Arcanist would be a silly amount of increased power - no thanks.

Lyee |

Rache Nava, Sylph Sky Druid of the Plane of Air
Current: Sky Druid 5 (air elemental for animal companion, slightly custom spell list)
ACG: Shaman (Wind Spirit), the class solves most of the spell list issues and can take Improved Familiar for an air elemental. Would probably take Vortex Spells if it didn't feel like it will almost never trigger (assume spells always confirm because they're against touch AC... still a 5% chance to stagger, not awfully significant, even 10% by increasing the range feels mediocre. Am I expected to use this only with Admonishing Ray or something?). But as-is would probably feel stuck with Air Barrier.
I'd only have the neigh-unusable Shocking Touch ability from the spirit but would recently have gained Wandering Spirit ability, which I could use to gain the Battle, Life, Lore or Nature spirit abilities (The rest feel poor at this level), which would probably mean always using Nature because I have +4 Wis and only +1 Dex. Next level I'd gain Wandering Hex, which might open up a lot more options as worth considering.
Conclusion from trying to build this character: The Wind Spirit's hexes feel really lackluster. The Spirit abilities at this level for most spirits are touch attacks, which are almost worthless (1d6+2 damage as a standard and melee) so you'd rarely wander to more than a few, regardless of what sort of Shaman you want to play.
Proposed solution: Make the early touch-based spirit abilities far more useful (before hitting level 11), more damage or giving them range might be an option, but something more unique to each spirit could also be flavorful, such as Feather-Fall as a spell-like for the Wind Spirit, or the ability to treat wind effects against you as less powerful.
As the Shaman currently is, I'd just be thankful my GM let me slip Plane Shift and Planar Binding onto the Druid spell list since a Wind-Spirit Shaman feels mechanically undesirable to me in comparison.

Peter Stewart |

I actually rebuilt my long time wizard / sorcerer / rogue a couple different ways when the playtest came out (mind you, using a couple small house rules) to see how she'd look as an arcanist. Link to builds

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I actually rebuilt my long time wizard / sorcerer / rogue a couple different ways when the playtest came out (mind you, using a couple small house rules) to see how she'd look as an arcanist. Link to builds
Interesting. And a beautiful picture BTW.
What do you think would be different in how you play her in battle, but also in non-combat situations ?

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My PFS characters:
Alden Helpinghand, halfling with pet wolf, focusing on using aid another and other abilities to boost his adjacent allies' AC
Current: Cavalier (Honor Guard/Strategist) 4, Fighter 2
Feats: Cautious Fighter, Escape Route, Combat Reflexes, Dodge, Blundering Defense, Horse Master, Bodyguard (Bonus from Honor Guard archetype)
Rebuilt: Hunter 6
Feats: Cautious Fighter, Combat Reflexes, Bodyguard, Teamwork feats: Escape Route, Outflank
This build should work very similarly to how it does now, but with added spellcasting, which is pretty awesome.
Sadly, all of my other characters make use of specific abilities from specific archetypes that can't be switched out at the moment for ACG classes.

Peter Stewart |

Interesting. And a beautiful picture BTW.
Cris Ortega is pretty amazing.
What do you think would be different in how you play her in battle, but also in non-combat situations ?
My initial thought with the wizard vs. the arcanist version is that the arcanist struggles to cover the same kind of bases that the wizard does on a regular basis. My wizard plays primarily as a utility / Batman wizard, and in the problem solving role (even with faster spell acquisition per a house rule that lets sorcerers / oracles cast as though a level higher) the arcanist is just so limited in terms of spells prepared.
On a regular basis I feel like had she been an arcanist in the past she would have struggled mightily and been forced to rely heavily on a couple of spells. The last two major adventuring days both involved a sort of bait and switch in terms of plans vs. realities, and would have been particularly troublesome. One turned into a ton of combat when it was expected to be mild (I had a lot of non-combat prepared), while another turned into a completely different combat than I expected. It was supposed to involve a raid on a bunch of people we didn't want to kill, and as a result I had a ton of non-lethal spells prepared. It turned into a brutal and lethal combat against tons of enemies that fought to the death or were immune to non-lethal spells. Both would have bee much larger problems for an arcanist I think.
That said, I like the arcanist more from a flavor perspective, because I've always described (and envisioned) Kat's powers as originating from a well of power - with prepared spells laid atop that well of power. A trained sorceress if you will.