Warlock Build on Know Direction's Guidance!


Ultimate Intrigue Playtest General Discussion

Contributor

Hello, folks!

In the spirit of being topical, I wrote up my 20-level character build for my PFS playtest warlock vigilante, Cyril Takamine AKA The Bloodhound for today's Guidance article!

I encourage feedback, but in the spirit of the playtest please leave any comments that you have regarding the mechanics of the vigilante class itself here in this thread. I don't want the designers to miss anything that you have to say just because your posts are on Know Direction's comment section rather than the Paizo forums. That said, if you WANT to double post your comments (once here, once there), then go for it!

Here's the link.

Liberty's Edge RPG Superstar Season 9 Top 16

Alexander Augunas wrote:

Hello, folks!

In the spirit of being topical, I wrote up my 20-level character build for my PFS playtest warlock vigilante, Cyril Takamine AKA The Bloodhound for today's Guidance article!

I encourage feedback, but in the spirit of the playtest please leave any comments that you have regarding the mechanics of the vigilante class itself here in this thread. I don't want the designers to miss anything that you have to say just because your posts are on Know Direction's comment section rather than the Paizo forums. That said, if you WANT to double post your comments (once here, once there), then go for it!

Here's the link.

Interesting on spell penetration. I'm going to ignore everything much beyond level 12 (like I pretty much do in all playtests), and make a few comments.

1) Level 2 Talent - Although I agree with your decision of arcane strike as support for your focus on mystic bolts, I disagree that it's the only talent that makes sense at level 2. As you found at level 12, Tatoo Chamber is amazing. I would argue it's even more amazing at lower levels due to the action economy at having a couple key wands on hand at any time.

2) I agree with your reasoning for spell penetration, but one feet I see missing is weapon focus. That +5% hits is valuable even on touch attacks, and by higher levels, I think hitting (even touches) is likely to be your bigger issue over spell defense. It also opens up lots of other useful feats, but as I know you surely saw, feats are almost as tight as talents when doing a mystic bolt build. Most of your decisions are already made for you through level 12.

Sovereign Court

Pathfinder Starfinder Society Subscriber

In round 2, mystic bolts are a Supernatural ability, so I don't think Spell Penetration is as vital.

Contributor

KingOfAnything wrote:
In round 2, mystic bolts are a Supernatural ability, so I don't think Spell Penetration is as vital.

Oh snap, you're right! I totally missed that.

I'd consider dropping Greater Spell Penetration for Weapon Focus (mystic bolts) then. Having regular Spell Penetration is still useful for the vigilante, but I agree that Greater Spell Penetration isn't as important if mystic bolts isn't affected by spell resistance.

Paizo Employee Designer

Thanks for the thorough write-up!

Contributor

Logan Bonner wrote:
Thanks for the thorough write-up!

No problem! I figured that as a community figure who does character builds, I'd be wasting a golden opportunity to help out if I neglected the playtest entirely. Hope it was useful in some way! :D

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