| BlingerBunny |
Compiling everything I've been informed of, and prepared for; Here's my build. And I'd like opinions and recommendations. I'm in the Carrion Crown Campaign, and I'm starting my first level as the Inspired Blade, following with Empiricist all the way, thereafter, favored class being Investigator. The rest of the party, which I know of, is an Alchemist (Grenadier), Magus, Cleric, and three undecided; one of which will be our beloved BSF.
Ratfolk Inspired Blade 1/Empiricist X
He's got Darkvision 60ft and Scent
Str 10 Int 18
Dex 18 Wis 12
Con 14 Cha 07
Feats;
01- (B)Weapon Focus (Rapier), Fencing Grace
03- Sharptooth
05- Gnawer
07- Extra Talent (Mutagen)
09- Combat Reflexes
11- Improved Critical
13- Weapon Versatility
Talents;
04- Infusion
06- Quick Study
08- Sickening Offensive
10- Combat Inspiration
12- Expanded Inspiration
14- Tenacious Inspiration
The skills I'm going to max are Diplomacy, Disable Device, Knowledge (Local & Nobility), Perception, Sense Motive, Stealth, and Survival. These are followed by Acrobatics, Spellcraft, and UMD, which will all be a point behind. (The player's guide didn't have hybrid classes in it so I stuck with what skills it recommended for Rogues and Alchemists)
What are your opinions? Does this seem to be the best path, considering the campaign I'm going in to? Any changes that might help my effectiveness?
| avr |
Weapon Versatility is something you want early more than late - skellies and zombies are common low level mooks, and while there are higher level creatures with DR/good and piercing for example they're less common. Disclaimer: this is a general trend not based on extensive knowledge of Carrion Crown.
Sickening Offensive is weak at best and worse than that in an undead-heavy campaign. Maybe get mutagen at 8, weapon versatility at 7 and extra invesigator talent (enhance potion or inspirational expertise or amazing inspiration or even sapping offensive) at 13?
| BlingerBunny |
I could delay Sharptooth and Gnawer to 5 and 7 respectively, and put Weapon Versatility at 3. I can remove sickening offensive, replace it with Alchemist Discovery (Mutagen), and all that's left is deciding on Amazing Inspiration or Sapping Offensive. I'll probably get more boon from AI in and out of combat, while SO is really combat-only and great for setting up flanks in combat, if not completely situational.
Feats;
01- (B)Weapon Focus (Rapier), Fencing Grace
03- Weapon Versatility
05- Sharptooth
07- Gnawer
09- Combat Reflexes
11- Improved Critical
13- Extra Talent (Amazing Inspiration)
Talents;
04- Quick Study
06- Infusion
08- Alchemist Discovery (Mutagen)
10- Combat Inspiration
12- Expanded Inspiration
14- Tenacious Inspiration
How's that look? If the campaign continues up to lvl 20, I'll get Extend Potion, Eternal Potion, and Greater Combat Inspiration. Though the feats are up to debate, as I don't know what ECL we'll reach by the end of this arduous journey.
| avr |
Thanks for the compliment! I can't remain silent after that... um, magic items? A plume of panache and a swordmaster's flair are your basic swashbuckler items and an inspired rapier is something you might want to take advantage of the investigator side. Admittedly a keen rapier might be as good before you get improved critical. If there are ghosts in Carrion Crown, and I imagine there are, then some ghost salt weapon blanch sounds useful.
I usually want a missile weapon for backup. Given your high dex and low strength that probably means alchemical weapons or something magical - caltrop beads or dimensional acid perhaps.
A formula alembic lets you learn spells/extracts that you find potions of, without destroying the potion. Get one, it'll be the best 200 gp you'll ever spend. On the subject of potions remember the alchemical allocation extract.
| BlingerBunny |
Yeah! I was thinkin' of going for a keen rapier asap, and trade it out for an inspired one once I've got Improved Critical. As for alchemy; I should probably put points in Craft Alchemy, for obvious reasons. Also, there's a magic flask I remember reading about that acts like Alchemical allocation. You pour the designated potion into the center reservoir and the outer reservoir fills with a liquid that acts as the original potion, allotting two or more uses of a potion, if needed.
I remember seeing it in the Ultimate Equipment book, but I can't seem to find it anymore...