| Grumbaki |
| 1 person marked this as FAQ candidate. |
I think that I've just figured out how to make a character completely and utterly based on Wisdom by lvl 2.
Race: Dwarf
Stats: Str (10) Dex (12) Con (16) Int (10) Wis (20) Cha (5)
lvl 1 Class: Warpriest (Guided Hand - Use Wis for to hit)
lvl 2 Class: Inquisitor (Infiltrator and Sanctified Slayer, take conversion inquisition)
- This lets you use Wis instead of Cha for bluff, intimidate and diplomacy. It also lets you add the Wis modifier to bluff and diplomacy. You also get studied target for a much needed +1 to hit/+1 damage that can be used indefinitely.
For traits, Propitiation gives a further +2 diplomacy. Stoic negotiator gives another +2.
So by lvl 2...
For 2,000 gold throw 'guided' onto your weapon of choice. It now does Wis for damage.
You get (with studied target and a master crafted weapon) +8 to hit and +6 damage, your casting stat is at +5, and you still get to be the party face. This is because at lvl 2, your diplomacy is at +18.
As far as blessings go...
Take 'magic' so as a standard action you can throw your weapon 30ft. This lets you use your guided weapon as a returning missile attack, so you keep the +8 to hit/+6 damage. As its a dwarf, throw on the earth blessing for the +1d4 acid damage.
And with that, the 20 points of wisdom become used for 'to-hit', 'damage', casting, and get applied twice for diplomacy instead using charisma.
Yes, I'm pretty proud of figuring this out. Really considering restarting my PFS character to do this. :)
TriOmegaZero
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You can't apply Wisdom to Diplomacy twice unless you get a different type on it. See this FAQ. I'm also not sure where you are getting the double application from, can you explain?
| Grumbaki |
By the wording you can.
Guileful Lore (Ex)
At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Seems like they stack to me.
| ZZTRaider |
Infiltrator and the Conversion inquisition aren't going to stack, as per this FAQ. Neither gives you a typed bonus, so they're both considered Wisdom bonuses and don't stack.
(Partially ninja'ed.)
Your weapon needs to be +1 before you can put any property on it, so you'd actually be spending 8,000 gp on it. I also doubt that the guided property is PFS legal; it looks like it's old enough that it's from the 3.5 era, rather than Pathfinder.
TriOmegaZero
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And according to the FAQ, "However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier", meaning that since both abilities add your Wisdom modifier to the check, they are the same source. You would need something like "competence bonus equal to your Wisdom modifier" for it to stack.
Your weapon needs to be +1 before you can put any property on it, so you'd actually be spending 8,000 gp on it. I also doubt that the guided property is PFS legal; it looks like it's old enough that it's from the 3.5 era, rather than Pathfinder.
Correct. Pathfinder #10 is not listed in the Additional Resources, so the Guided property is not PFS legal from that. I'm not sure if it has been reprinted, but I think not.
| QuidEst |
Wisdom-to-damage, you say? Dip one level of Pschokineticist Elemental Annihilator with Aether. You can wield your required weapon with the "loose" option for the Aether blast, so it retains its properties, but using the unique infusion from Elemental Annihilator replaces the damage with 1d8 modified by Wis. Make sure your weapon's hardness exceeds your damage, or keep spares. Expect table variation.
| Grumbaki |
I suppose another build idea for Wis abuse is...
Lvl 1: Sanctified Slayer Inquisitor (Conversion Inqusition, replacing Cha with Wis for diplomacy, bluff and intimidate). Make up for the lost BaB with studied target.
Lvl 2+: Tortured Crusader Paladin. (A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands.)
Stats:
Str (16) Dex (12) Con (15) Int (10) Wis (16) Cha (5)
Throw in Stoic Negotiator for +2 diplomacy and Propitiation for another +2. Make up for the loss of divine grace with Glory of Old and Steel Soul as the lvl 1 feat (for a total of +5 to all saves vs spells, spell like effects and poison).
So while he loses divine grace, he ends up with +4 to all saves against spells, spell like effects and poison. That more than makes up for it.
At lvl 2 you get to use heavy armor. So with full plate, that becomes AC20. Put on a heavy shield for +2, and wield a dwarven waraxe for the 1d10 damage.
Getting magic is pushed back a level due to the dip, but the inquisitor level gives you the lvl 1 spells. The super low Charisma means no channeling, but that doesn't really matter as paladin channeling uses up lay on hands. And lay on hands for this build uses Charisma.
So, at lvl 2, with 1 point in each skill...
Profession (Merchant): +11 (Good for those day job rolls)
Diplomacy: +11
Bluff: +10 (with studied target)
Intimidate: +7
Sense Motive: +7
Perception: +7
Survival: +7
Knowledge (Religion): Knowledge (Religion): +4
Knowledge (Arcana): +4
Use Magic Device: +1 (though still a class skill and a rare one for players to have)
Saves:
Fort: +7 (+12 vs spells, spell like effects and poison)
Reflex: +1 (+6 vs spells, spell like effects and poison)
Will: +7 (+12 vs spells, spell like effects and poison)
So reflex saves remain the weak point for this build. That, and a low initiative (only +1). But against spells the reflex save isn't bad, and against fort/will save spells, the paladin has almost nothing to worry about. That's pretty big. Add in the AC22, as well as buffed up lay on hands, and you've got yourself a pretty decent tank.
The big issue is damage output. With a master crafted weapon and studied target, at lvl 2 you are only +7 to hit and do 1d10+4 damage. It isn't bad, but it's nothing to write home about.
Though to be honest, for this build I might be tempted to give him a dwarven boulder helmet and a dwarven longhammer. That way he has a 10ft reach for denying enemy movement, so they can't just ignore him. That can eventually be improved with power attack, so your dwarf can park himself in an area that enemies have to move through and just happily swing away, doing 1d12+3 damage...before adding power attack. Enough to make most enemies think twice before ignoring him or moving through his threatened squares.