Square Race Round Class. How do I work with it?


Advice


I have this one guy I've wanted to build for a while, and I'm dead set on either Inquisitor (worshiping Erastil either way), or Zen Archer. Unfortunately, I built his son way before I decided I liked this fellow enough to graduate from NPC.

Which means he has to be a Kitsune. Because I really wanted an overspecialized Sorcerer.

Without a really lucky set of rolls (Not a specialty of mine), or extra high PB, I don't see things working well. How would you go about building an archer with the Kitsune and one of these wis-based archers?

edit: For reference, and in case you have too much free time.


That's not TOO bad, really. You have +2 Dex, which helps. Assuming 20 PB, run with a stat array like 12 14 16 12 14 7 (10 14 18 12 14 9 after racials). This gives you a decent head start.

This works better for the Inquisitor, and you could even consider dropping Wis to 12 and upping Str to 14 instead, since you're probably only going to be casting buff spells anyway. Just make sure to keep up with your headband, and maybe drop a level up boost into Wis at 4th.

Alternately, perhaps, play a Skinwalker, flavored as a werefox and call it close enough?


Kitsune isn't optimal, but it's fine.

Just play as a Inquisitor. Inquisitor gives you enough bonus damage that you don't really need strength for damage. At early levels it helps, but eventually it's really only 1 to 3 points of damage (maybe) that you're missing out on and it just isn't that big a deal IMO.

Sell your charisma down to 8 (10 after racial adjustment).

STR: 12 DEX: 16 CON: 14 INT: 10 WIS: 14 CHA: 8 (before racial adjustments)
STR: 10 DEX: 18 CON: 14 INT: 10 WIS: 14 CHA: 10 (after adjustment) should work just fine, even if it isn't the pinnacle of optimization.

Use your spell casting for mostly buffs and then you don't need to worry about Wisdom that much either, just enough to be able to cast your spells. With a headband you'll end up with 20 wisdom, which is plenty.

You might also be interested in the Sacnctified Slayer Inquisitor archetype which trades out judgements for the Slayer's Studied Target and gets access to Ranger Combat Style feats (which is pretty awesome for archery) through Slayer Talents.


Honestly, this guy could be pretty much any race, personality-wise. No matter what, I'm gonna play him like Red Foreman. It's just his direct blood relative necessitating it.


Since you're deadset on class i wont bother telling you that kitsune have great stats for playing archer paladins of erastil (wink wink wink).

But if that's not your thing, kitsune still make great inquisitors.

Ability Scores with a 20 point buy, after racial
12
17
14
12
14
9

Even with 15PB it would still be good.

Basic archery feats, PBS, PS, RS. Ignore deadly aim for the early game. Cast divine favor a lot. Take fate's favored if you're not as sick of it as I am. At level 5 you get bane and start doing a stupid amount of damage for 5 rounds a day.

Domain depends on what your campaign is like. If it's outdoors a lot, take the feather domain and grab an axe beak or other cool mount. Use it for mobility while you make full attacks. In a dungeon-heavy setting grab community for more of a support build or archon for a little more offense.

That looks like a solid build to me, and you still get to layer bonus archery teamwork feats on top of that, not to mention judgements.

There's also the archetype that gets you a hunter animal companion if that's your thing.


Actually, since he's intent on worshiping Erastil I would highly recommend the chivalry inquisition for the mount, not quite as good of a selection of creatures but you don't have to worry about spending a feat on getting the creature up to your level.

Either way mounted archery is an incredibly good combat style, especially for an Inquisitor who can use Solo Tactics and an always nearby mount to make a lot of feats constantly available.


Since when did a +2 to an archer's primary stat become a deficit? -2 Str/+2 Cha on the side doesn't hurt anything.


Majuba wrote:
Since when did a +2 to an archer's primary stat become a deficit? -2 Str/+2 Cha on the side doesn't hurt anything.

+2 Dex is good, -2 Str/+2 Cha is bad.

Archers need Str to do damage just like any other martial, though not as muh. Charisma is basically worthless for Inquisitors since it's so easy for them to just get Wisdom to everything. Wis to Knowledge, Wis to social skills, Wis to Initiative, etc.

So it's like playing Paladin that gets +2 Str/-2 Cha/+2 Dex. Sure, it's not crippling, but it's not great either.


Majuba wrote:
Since when did a +2 to an archer's primary stat become a deficit? -2 Str/+2 Cha on the side doesn't hurt anything.

Not just the mods, although str is useful for an archer, and cha isn't helpful for anything but a couple of skills. Human? Bonus feat. Dwarf? Wis bonus, save bonuses. Others? Do get good modifiers, and sometimes a bit extra. Kitsune, gets a slight bump in one important stat. Just feels... Iduuno. Underwhelming?


Think your GM would go for you being a Kitsune at the time of siring the son but being Reincarnated as something else later? =p


Heh. If I'm doin' that, I may as well use the Tiefling loophole. And I already plan on using that with another character. Or Aasimar, but they're like less cool tieflings anyway.

DocShock wrote:

Since you're deadset on class i wont bother telling you that kitsune have great stats for playing archer paladins of erastil (wink wink wink).

But can Paladins glare at the other guy so hard he catches fire?


Yes.


But only if they're smart enough.


A real Paladin gives up basic common sense, so he should have the points to buy some Int. =)


So, is Zen Archer still an effective option? Looking at it, Kitsune is worse with that class.


It's pretty bad. You need to pump Wis at least a bit as Monk, and ZAMs burn through Ki more than regular Monks. You're fine once you can get Ki Leech, but before then is rough.


Inquisitor and monk are pretty different things. Why are you set on them? If I were to make an archer type Kitsune, I'd be tempted to go with a bolt ace gunslinger. You aren't going to be getting a meaningful strength bonus to the bow anyway.


I think it's canon that humans and kitsune can have kids together, in keeping with kitsune origins in Japanese folklore as clever fox spirits who often married men in the guise of human women.


Paladin of Baha-who? wrote:
I think it's canon that humans and kitsune can have kids together, in keeping with kitsune origins in Japanese folklore as clever fox spirits who often married men in the guise of human women.

I have homebrewed a half-kitsune race if anyone's interested. (It's slightly OP.)


According to James Jacobs, the offspring of a Kitsune and a Human are usually Kitsune, sometimes human.

Citation 1

Citation 2

Obviously this is up to the GM, of course.


HyperMissingno wrote:
Paladin of Baha-who? wrote:
I think it's canon that humans and kitsune can have kids together, in keeping with kitsune origins in Japanese folklore as clever fox spirits who often married men in the guise of human women.
I have homebrewed a half-kitsune race if anyone's interested. (It's slightly OP.)

Sure, why not? As for the human thing, that would solve a lot actually.

As for why. Well, This guy started as a backstory piece, then the idea grew on me enough to try it. Inquisitor and Zen Archer are both "wis-based class with a bow" which is close enough to consider both.


Half-Kitsune:

Physical Description: Half-Kitsune appear to be normal humans with the ears and tail of a fox.
Their their hair and fur colors nearly always match the kitsune parent while their eye colors match those of a human's. (May need work)

Heights: Male (5 ft. 0 in. - 6 ft. 4 in.) Female (4 ft. 7in. - 6 ft. 0 in.)

Weights: Male (120 - 200 lbs) Female (95 - 175 lbs)

Ages: Pretty much the same since humans and kitsune have the same lifespans

Standard Racial Traits

Ability Score Racial Traits: Half-kitsune characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-kitsune are Humanoid creatures with both the human and the kitsune subtypes.
Size: Half-kitsune are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-kitsune have a base speed of 30 feet.
Languages: Half-kitsune begin play speaking Common and Sylvan. Half-kitsune with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Kitsune blood: Half-kitsune count as both human and kitsune for any effect related to race.

Adaptable Charm: Half-kitsune recive Skill Focus as a bonus feat at the first level. The skill effected by the feat must use charisma as its modifyer. This skill will always be a class skill for the half-kitsune.

Low Light Vision: Half-kitsune can see twice as far as humans in conditions of dim light.

Agile: Half-kitsune gain a +2 racial bonus on Acrobatics checks.

Versatility: When a half-kitsune gains a level in thier favored class, they gain +1 hit point and +1 skill rank. They may exchange either for an alternate favored class bonus from either of thier parent races. (I don't know how to word this one.)

Alternate Racial Traits

Exotic Performer: Half-kitsune can use their apperence to thier advantage, drawing attention before their performance even begins for a larger crowd. Half-kitsune with this racial trait gain +1 racial bonus on two perform checks of their choice and they may treat one of the performance skills chosen as a class skill. This racial trait replaces agile.

Practiced Talent: Some Half-kitsune dedicate thier lives to the performing arts. When selecting a favored class it must be one that provides Bardic Performance or Raging Song. In addition to the normal and alternate options, a half-kitsune may gain an additonal 1 round of thier performance per day as a favored class bonus. (Also needs better wording) This racial trait replaces versatility.

Kitsune Magic: Some half-kitsune have their parent's talent for magic. They add +1 to the DC of any saving throws against enchantment spells that they cast. Half-kitsune Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day妖ancing lights. This racial trait replaces adaptable charm.

Fangs: Some half-kitsune posses small, sharp fangs. Half-kitsune gain a bite attack that deals 1d3 points of damage. This racial trait replaces adaptable charm.

Here, have a race. It's probably not balanced that well.


That... actually looks pretty reasonable all-around. It doesnt fall into the pit that some races do, where they go "same niche as X-race, but better."

If I had to pick between these guys and their parent race's, I'd say Human is still probably more powerful.

As a side note, the humanoid sub-type kitsune have is actually called Shapechanger, not Kitsune. So, half-kitsune would have both the human and shapechanger sub-types.

Edit: They do seem to overpower the Kitsune by a slight margin though. Mostly because they can technically use the human FCB for things. I'd alter Kitsune Magic to add something different from the +1 Enchantment DC.


I would go human with silver tongue trait to show your connection to kitsune.

Works well with Inquisitor I believe.


Kitsune have both kitsune and shapechanger subtypes.


MageHunter wrote:

I would go human with silver tongue trait to show your connection to kitsune.

Works well with Inquisitor I believe.

This could combine well with Racial Heritage.

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