Could someone help me optimize this build please, or at least as much as you can with my pickiness.


Advice

Scarab Sages

First off I'd like to make it clear I'm looking to optimize not maximize this build I know there are better/more powerful options than some things I'm keeping but I like them. Other things are where I'm looking to improve the build however and will take any advice gratefully. This is not being made for a specific game its my new revised character template that I base my decisions off (some games I may play different classes or take different options due to story progression, however this will generally be the default I aim for). Obviously skills/spells are left off this build as they vary a lot based on what's available or makes sense although if some need to be spent to get a certain option I will. For example this is a lvl 20/Mythic 10 build but most games wont involve mythic rules.

Now what I'm trying to create.

Kitsune demon Hunter
9th level arcane spells with ability to swap for a situation (wizard or arcanist). Primary caster role battlefield control (summoning, illusion, terrain modifiers etc.) Some combat ability if pressed into a fight better than a straight caster.
Long term survival ability (immortality, immunity to disease etc.).

Ability Scores: Str will aim for 13 and a con of 14/15, aside from those int will be primary purchases, dex second.

Here's what I have so far divided into 6 categories . . .

1) Overview: This is the build I have currently.
2) Keeping: These are the items that I am keeping in the build regardless of how poor a choice they are.
3) Should Keep: These are the choices I think I should keep for the mechanical advantages they offer (with reasons attached) but am willing to trade out if someone provides something better.
4) Want: These are a step down from category 1 in that they are items I want in my build but am willing to trade out if I need too.
5) Open: These are items I've taken for various flavour and other mechanical reasons but am perfectly willing to trade out if some other combination is better.
6) Special: A section dealing with unique items, details in that section.

[u]SECTION ONE - OVERVIEW SECTION[/u]
Race
Kitsune

Classes
1) Ranger * 1 with Youkai Hunter Archetype.
2) Arcanist * 9 with Blood Arcanist Archetype (Nine-Tailed Bloodline).
3) Eldritch Knight * 10 with arcanist as diverse training.

Favoured Class
1) Arcanist with skill point focus.

Arcanist Exploits
1) Counterspell.
2) Familiar.
3) Metamagic Knowledge - Merciful Spell.
4) Quick study.
5) See Magic.

Eldritch Knight Feats
1) Deflect Arrows
2) Exotic Weapon Proficiency - Aldori Dueling Sword.
3) Fortified Amour Training.

Mythic Path
Archmage * 10

Archmage Arcana
1) Wild Arcana.

Mythic Path Abilities
1) Beyond Morality.
2) Component Freedom * 1.
3) Crafting Mastery.
4) Divine Source.
5) Longevity.
6) Mythic Sustenance.
7) Perfect Preparation .
8) Pure Body.
9) Star Walker.

Mythic Feats
1) Deflect Arrows
2) Eschew Materials.
3) Improved Initiative.
4) Mythic Weapon Finesse.

Feats
1) Blind Fight.
2) Eidetic Memory.
3) Eschew Materials.
4) Fox Shape.
5) Improved Initiative.
6) Improved Unarmed Strike.
7) Leadership.
8) Realistic Likeness.
9) Technologist.
10) Weapon Finesse.

Traits
1) Magical Knack.
2) Student of Philosophy.

[u] SECTION 2 - KEEP SECTION[/u]
Race
Kitsune (I love playing them).

Mythic Path
Archmage * 10 (A mythical spellcaster needs a mythical spellcasting ability)

Mythic Path Abilities
1) Component Freedom * 1 (negate spell failure with most spells or expensive components on others).
2) Crafting Mastery (Can make anything).
3) Longevity (Immortality)
4) Mythic Sustenance (Don't need to eat, drink or breath good for long trips).
5) Perfect Preparation (No spellbooks).
6) Pure Body (Immune to all non-mythic poisons and diseases, yes they aren't that bad in pathfinder but still I want to ignore most of them).
7) Star Walker (interstellar travel and the only way I've found to actually travel to an UNKNOWN destination, if some other viable option exists to travel between a known star system and an unknown one this moves down to section 3. However interplanetary teleport requires you know your destination so that doesn't work).

Feats
1) Fox Shape (Kitsune iconic really and I love it).
2) Realistic Likeness (Again I like it too much to part with it).

[u]SECTION THREE - SHOULD KEEP SECTION[/u]
Archmage Arcana
1) Wild Arcana (Really how can you not take a cast any spell ability)

Mythic Feats
1) Deflect Arrows (Adds 5 deflections a round + the ability to deflect rays).
2) Eschew Materials (Handy way to ignore ALOT of spellcasting costs).
3) Improved Initiative (Rather self explanatory I think).
4) Mythic Weapon Finesse (In combination with 2 feats allows me to focus solely on Dex for both Defense and Offense that is one stat raises AC, Damage and To Hit.)

Feats
1) Eschew Materials (Needed for Mythic version).
2) Improved Initiative (Needed for Mythic Version).
3) Weapon Finesse (Needed for Mythic Version).

The next 3 sets of items rather depend on the classes I choose being taken and obviously if they aren't they may move out of the should take section.

Traits
1) Magical Knack (Needed to offset Ranger and Dragon Disciple caster level cost).

Arcanist Exploits
1) Quick study (good for a rapid emergency spell swap).

Eldritch Knight Feats
1) Deflect Arrows (Needed for Mythic Version).
2) Exotic Weapon Proficiency - Aldori Dueling Sword (Nice melee weapon that works with Weapon Finesse for Dex based attack).
3) Fortified Amour Training (even the most basic armour with this can negate a critical hit once generally handy especially for Mythic beings who can only be killed by that method or a coup de gras).

[u]SECTION FOUR - WANT[/u]
Classes
1) Ranger * 1 with Youkai Hunter Archetype.
2) Arcanist * 9 with Blood Arcanist Archetype (Nine-Tailed Bloodline).
3) Eldritch Knight * 10 with arcanist as the diverse training.

Favoured Class
1) Arcanist with skill point focus.

Arcanist Exploits
1) Familiar (I'd like a familiar).
2) Metamagic Knowledge - Merciful (The ability to do non-lethal damage with spells appeals to me).

Mythic Path Abilities
1) Beyond Morality (A nifty little ability to ignore alignment debates).
2) Divine Source (I do like the idea of granting my followers divine powers).

Feats
1) Leadership (The idea of leading my own organization appeals to me + I can sometimes convince a kind GM to allow me to combine the Cohort with my familiar giving better survival odds).
2) Improved Unarmed Strike (As with the spell option I like the versatility of being able to do lethal or non-lethal damage plus its a prerequisite for deflect arrows).
3) Technologist (I just like knowing about technological items even if I'm not an expert in using them).

[u]SECTION FIVE - OPEN[/u]

Arcanist Exploits
1) Counterspell (Makes the option a bit more useful but without the ability to take greater its of still fairly limited use).
2) See Magic (Really just seemed the best of the remaining options).

Traits
1) Student of Philosophy (Appeals to me for the flavour and being able to use my int mod in certain circumstances isn't that bad).

[u]SECTION SIX - SPECIAL[/u]
Feats
1) Eidetic Memory (A feat from 3.x I will rarely get to use but am keeping in my build template for flavour reasons).

Mythic Path and Feat Option
Currently I'm a bit torn here as I will be taking Mythical spellcasting somewhere however it can be either a Path Ability or a Mythic Feat. So I have two maybe three options . . .

OPTION 1: Mythical Path Ability = Tangible Illusion (very suitable for a kitsune you make illusions real) and Mythical Spellcasting as a Mythical Feat.

OPTION 2: Mythical Path Ability = Mythic Spellcasting and the Mythic Feat is free to go on something else.

Option 3: IF some means of travelling to an unknown interstellar destination exists drop Star Walker and take 2 Legendary Item (gives an artifact weapon capable of killing other mythic beings) as the path ability and Mythic Spellcasting as the Mythic Feat.


I would definitely lower your strength. You can probably get by with 7 STR, but 13 is completely unnecessary in this type of build unless you have a really specific reason for doing so. You won't wear armor, eventually you'll need a haversack, but those points are better spent in INT and DEX.

Grand Lodge

You are taking Weapon Finesse and Mythic Weapon Finesse, you truly can DUMP Str to the 5 a kitsune can.

Have you looked at a summoner? You will be able to flavor the eidolon as an angel spirit that is there to help you beat the demons.


Looking at what you seem to be trying to achieve...I'd actually skip on all the dodging around on these class shifts and prestige classes and just go Magus all the way. You can get that aldori dueling sword earlier, and use it better. You still get most of the spells, but get advantages in casting in combat that are hard to beat.

Scarab Sages

The 13 str is for carrying capacity and thr like, I could go as low as 10 but dumping it to 5 is just too much. That's weaker than a child, I should have mentioned I'm willing to optimise but I'm not min-maxing to that degree where you cripple one thing for a small gain elsewhere .

Magus is out since they only get 6th level spells and i want to retain 9th level ones. They are a better fighter-mage but eldritch knight allows a far better base mage with some fighting ability which is more in line with what I want.

Grand Lodge

Legendary weapon is one of the more powerful abilities of mythic.

You also need mythic spell lore to get mythic spells. Leave your path abilities open to grab legendary item x3.

Your main goal should be mythic improved initative for a 40+ initative...into mythic time stop. Game over. There is nothing more optimized then going first and stopping time.

Scarab Sages

Fruian Thistlefoot wrote:

Legendary weapon is one of the more powerful abilities of mythic.

You also need mythic spell lore to get mythic spells. Leave your path abilities open to grab legendary item x3.

Your main goal should be mythic improved initative for a 40+ initative...into mythic time stop. Game over. There is nothing more optimized then going first and stopping time.

Like I said I am taking mythic spellcasting it's just whether it comes out of path abilities or feats. I have mythic improved initiative already but thanks for the timestop tip.

Legendary weapon is tempting but I can't see a way to get it without giveing up things I want and that means it has to be very good to justify its inclusion. I can give up tangible illusion and take mythic so spells as a feat but then I need to give up something I like to get it to level 2 for a minor artifact then something else for level 3 as a major. It just seems too heavy an investment.

Grand Lodge

Well I feel sustenance is a bad investment as opposed to a legendary item. Food or drink is easy for a rich mythic character.

Divine source...works only if your follower is a divine caster. Its nice of your GM to not ban leadership as it is broken beyond belief. Mythic even more so. But There is very little to gain there that a legendary item wouldn't do.

So there is 2 path abilities that are un-optimized that could be gotten rid of.

Im also not a fan of longevity. Why? Cause most adventurers meet thier end violently.

So there is 3 abilities to trade off for a greater artifact. Which is the optimal pick. But I know you said your picky and find it hard to change too much.

Scarab Sages

Fruian Thistlefoot wrote:

Well I feel sustenance is a bad investment as opposed to a legendary item. Food or drink is easy for a rich mythic character.

Divine source...works only if your follower is a divine caster. Its nice of your GM to not ban leadership as it is broken beyond belief. Mythic even more so. But There is very little to gain there that a legendary item wouldn't do.

So there is 2 path abilities that are un-optimized that could be gotten rid of.

Im also not a fan of longevity. Why? Cause most adventurers meet thier end violently.

So there is 3 abilities to trade off for a greater artifact. Which is the optimal pick. But I know you said your picky and find it hard to change too much.

To each their own and no I wouldn't trade those abilities away however I do have others I would be willing to if I felt I needed to. The thing is like I said I need to be convinced that legendary item is really worth the hit. One, maybe two path abilities I could accept but your talking giving up three of them for something that seems to have very few options that are actually useful (make an attack against touch Ac for example). This is supposed to be a greater artifact you've created but compare it to some other greater artifacts (travel through time or a ship that can sail the stars vs you can lend your sword to someone else or not need to eat/drink/sleep while holding this time) and it just doesn't seem to measure up. Now I may be missing something and I do have abilities I am willing to give up (the tentative tangible illusion, sleepless, beyond morality) but I need to be convinced the expense is worth what I'm sacrificing. So please what makes legendary item so great to you?

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Could someone help me optimize this build please, or at least as much as you can with my pickiness. All Messageboards

Want to post a reply? Sign in.