Pain Taster optimization and advices


Advice


Hi guys! I need your advices. I'm trying to build a Pain Taster (10lvl updated prestige). It's just looks interesting and funny; I'd like to create my PT as strong and useful as possible.
At first, just want to say *ThAnK yOu* to those who read it. It takes time and patience to read and understand someone else build. And sorry for bad english!

Stats:

Here we go:
Fetchling race (much gothic, wow).
+2 dex, -2 wis, +2 Cha
20 points

Approximate stats. Not sure yet, but I definitely need tons of Dex, average Con and Int 13 for Combat Expertise
Str 9
Dex 19 (17+2) 27 (17+2+1+1+2+4) at level 10
Con 14
Int 13
Wis 8 (10-2)
Cha 12 (10+2)

Leveling:

It's really weird mix of dips before I become PT.
1. Rogue 1(unchained) | sneak 1d6 | +Weapon Finesse, !Great fortitude
2. Rogue 2 evasion! +Combat Expertise as rogue talent
3. Rogue 3 | sneak 1d6 | *dex to dmg for whips* !Gang up
4. Monk 1 (unchained) (Karmic or Martial master archetype) +Combat Reflexes
5. Cleric 1 (NN/CN, Calistria *whip*, Crusader archetype) +Whip prof., +Weapon Focus (whip), !Some_feat
6. Fighter 1 (Unbreakable) +Endurance, +Diehard
7. Pain Taster 1 +2 Dex +Whip Mastery, !Crusader's Flurry
8. Pain Taster 2 | sneak 1d6 | DR 1/-
9. Pain Taster 3 !Some_feat
10. Pain Taster 4 | sneak 1d6 | DR 2/-
11. ...and so on....

10 levels is enough for beginning, it could take more than a year and half, when my character will get lvl10

Time to explain:
Monk: For Flurry of Blows. Unchained monk has no penalties and full BAB. Wow so stronk.
Cleric: Channel energy class feature for Crusader's Flurry feat. And Weapon focus for free. Now my whip is a monk weapon. Right?

TWF build with two Whips seems like bad decision for me, because it's (-2/-4) with small Whip in off-hand, and... huh.. what's next? Improved TWF for (-2/-4/-9)? No way.

At level 10:

Items:
Whip +2
Belt (Dex +4)
No armor
No shield
Amulet of natural armor +1
Ring of protection +1
Cloak of resistance +1

Fort:13 Ref:15 Will:4 (oh shi~)
AC = 20 (10+8+1+1), 22-23 with buffs. Maybe even more with Wand of Mage Armor. Don't care about AC

Flurry at 10 lvl: +26/+26/+21 (with flank, bless, reduce person and PT' Masochism ability)
Average damage at lvl10 ~99 with sneaks (same conditions).
Not really high damage, but it's easy to flank (thanks Gang Up feat) and to make Flurry (5 ft step and 15 ft reach).
Bad things: NO crits. Enemies with DR will be rly nasty (is it really possible to made whip from adamantine, huh?).

Thoughts:

About possible feats:
Piranha strike – nope. Only +2 to avg damage at lvl 10. Maybe later.
even Accomplished sneak attacker – +10 to avg damage
Improved Whip Mastery – I will get it at 13 level anyway as bonus.
Agile maneuvers – looks awesome
Improved Trip + Greater Trip – nice, but not sure it's the best option. Two feats, hm.

About possible build options:
Not rogue. Ninja.
What is good: Really sweet ki pool.
What is bad: No evasion. 1 more feat for Weapon finesse. Need good Charisma, I can't dump it. And I need Agile whip for Dex to Dmg. It's 8k gold, and as said my DM “Well, maybe you will find some caster, who will enchant your whip at level 8+. Or 1-5% chance to find it in shops, at level 6-7”.
It will be hard to survive even with Rogue at lvl 1-6, so Ninja looks acceptable only if I'll start already lvl10, meh.

Waylayer Rogue archetype – never flat-footed in surprise round.
Counterfeit Mage Rogue archetype – fun with wands, but only at Rogue lvl4 and at the cost of 1 talent.

*Hey, OP, what do you want?*
1. Any damage/to-hit optimization, if possible.
2. Advices for off-hand. I have one FREE hand, I don't know what to do with it, because I'm noob.
I want to be useful for team even when I can't make full-attack or hit with sneak in my round.
What kind of wands should I get? Align weapon, Invisibility purge?
From my 3.5 experience, invisible creatures and flying creatures (sometimes invisible and flying) were the worst enemy.
Maybe Net for off-hand? Still not sure is it one-handed or two-handed weapon.
3. Should I do my best to bump Will save, even at the cost of Dex?
4. Any other suggestions.

Thanks again!


Unchained monks are explicitly not compatible with any archetypes, unfortunately, so you can't be an unchained karmic or martial master monk.

I recommend a Warpriest. You get several bonus feats, weapon proficiency with whip, and scaling damage dice due to Sacred Weapon. You can buff yourself and your weapon very well, so you won't need to carry as many wands or scrolls. Spells also mean more utility for your team. At level 4, you gain channel energy, which qualifies you for Crusader's Flurry. Dip 1 level of Sohei monk which can use Flurry of Blows while wearing light armor, and wear a mithril breastplate or mithril kikko armor. Pick up Slashing Grace for dex to damage. Sadly, you have to keep your offhand free, because you can't flurry with shields or use Slashing Grace with a weapon in your other hand. You can still use your offhand to use somatic components for spells, and draw wands and scrolls.

I presume you want Combat Expertise so that you can get Gang Up and sneak attack more often. Sneak Attack honestly doesn't produce a great deal of damage, especially since you're not TWFing, and since you're losing so many sneak attack levels by dipping. Dump int and cha so that you have more points for wisdom. That will allow you to use your awesome spells, and give you a higher will save. Take the Fate's Favored trait to increase the bonus you get from the Divine Favor spell by 1.

Is being a fetchling non-negotiable? If you're willing to play a different race, consider a human or an asura-spawn tiefling. Warpriests have 2 skill points per level, so dump your int all the way to 7 (or 5 for tiefling), and you will gain as many skill points per level as if you had 9 int. Tieflings can get prehensile tails which makes drawing wands and scrolls much easier.

Since you worship Calistria, get a Wasp Familiar. For the cost of a single feat, it's just too good not to take. It's a stealthy flying scout with darkvision that gives you +4 initiative. Depending on what archetype you give it, it can do even more. Make it a mauler, and it's a flanking buddy. Make it a protector, and it gives you +2 AC and an effective 50% increase in your hitpoints.


Hey, thanks!
About monk and archetypes - it's alignment question only. Technically, I can solve it as LN monk, who worships Matravash (LN, whip), but for image i prefer NN/CN, and Calistria is awesome! So I could start from dip to monk(Unchained,LN), who decide to change his way from law to chaos. My DM accept it.
>Sneak Attack honestly doesn't produce a great deal of damage
For now it's around 50% dpr :<
>fetchling
ImAgE! I'd like to be gothic. Human race is acceptable only if there's no another way, but definitely not tieflings.
>Warpriest
4 level dip looks painful, but I have enough time to try some build with it. Who knows, maybe it will be effective.


Tieflings can cosmetically look like any other humanoid race. You can be a fetchling tiefling and look as gothic as you want.

Sidebar: Non-Human Tieflings:

The creatures of the depths of the Outer Planes do not limit their foul miscegenation to humanity. Elves, dwarves, halflings, and gnomes all have tales of tieflings in their histories, and those who appear among them now often suffer even greater stigma than those born to humans.

Other humanoids see tieflings in their midst as well. Many of the monstrous races of the world have demonic origins—most notably gnolls, who still thank the Mother of Monsters for their birth. Ogres, orcs, half-orcs, goblins, and other creatures that call upon the powers of the evil Outer Planes are equally likely to see tieflings living among them, but unless a given race holds to a code of racial purity, tieflings are far less likely to be shunned by such populations

It should be noted that while any monster or animal that breeds with a fiend may give birth to half-fiend offspring, only humanoids may give birth to tieflings. Thus, while it’s possible to encounter a half-fiend dragon, bear, or otyugh, any children of such creatures would be either half-fiends or normal members of their race. (And just as often, these less conventional half-fiends are simply sterile.) When discussing half-fiends and tieflings, it’s important to distinguish them from both true fiends (devils, demons, etc.) and simple fiendish creatures (creatures with the fiendish template, which are themselves denizens of the evil Outer Planes but similar in many ways to their Material Plane counterparts).

In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.

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