Mellee brown fur transmuter Ratfolk (PFS)


Advice


So I have a ratfolk boon and really liked the brown furred brown furred transmuter idea.

Str 7
Dex 18
con 16
Int 16
wis 10
Chr 7

Brown furred transmuter Arcanist till 9 then Magaambyan Arcanist arcanist

Feats

1st: Sharp claw
3nd: Sharptooth
5th: Toughness?
7th: scholar (Magaambyan Arcanist requirement)
9th: spell mastery. Ick. i know. Requirement
11th? Spell specilization Barkskin?

Discoveries
1 Dimensional steps
3 Replaced by archetype
5 Potent magic
7 Metamagic: quicken v
9 Replaced By archetype

Traits: Wayang spell hunter (reduce person)
Transmuter of korada (+1 caster level transmutation spells)

I can skip the Magaambyan Arcanist , if there's any feats i really need. The dimensional dervish ones are very meh for an arcanist until you can pounce, before that its pointless because you can dimensional slide then act.


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From a strictly functional perspective, Synergist Witch is far more dangerous for your purposes. If a Synergist takes Improved Familiar: Sylvanshee, they get inherent flight, a natural attack, and Pounce by level 8. They can also grab Divine Favor and Divine Power from Strength Patron. And they can throw Quickened Ill Omen, which is just awesome.

Anyhow, just figured I'd mention that; nothing wrong with a Brown Fur.

Spell-wise, if you're using natural attacks and poaching Druid spells, then Frostbite (Quickened) is a powerhouse option.


I'm trying to avoid leaving the bipedal phylum.. for once :)

I like putting unusual buffs on party members. This also lets me buff myself if things go oddly.


Well, the Synergist doesn't become a Sylvanshee. A Ratfolk would still be a Ratfolk, just with some odd features, like maybe shinier fur and Sylvanshee eyes... and teeth. General form remains.

Edit: there's also the Ward hex for an ally. If going Brown Fur, there's Contagious Zeal.


*facepalm* FOrgot the weapon finesse

Feats
1st: Weapon finesse
3rd: Sharp claw
5th: Sharptooth
7th: scholar (Magaambyan Arcanist requirement) (Depending on cash and gear, may make this Arcane strike until i near 10th)
9th: spell mastery. Ick. i know. Requirement
11th? Spell specilization Barkskin?


You know, looking at a character with Arcanist/PrC who's intending to melee, I have to say I'd be tempted to hop on one level of Snakebite Striker, go into Arcane Trickster, and then specialize in throwing me some Glitterdust and Persistent Dazzling Blade juiced with Potent Magic. By 11, that's going to dish out 5d6 Sneak Attack damage with every scratch.

Plus, of course, handing out blinded like it's candy on Halloween is hardly a bad thing for the old team-effort department.


it certainly seems like a fun idea but those first 2 levels look deeply painful since you don't get claws till three now :/


Ah - where is your melee damage coming from? Natural attacks are nice and all, but you have a 7 strength, no bonus damage unless you spend another standard action casting a spell, and you're not getting arcane strike until 7th or the abilty to polymorph others until 9th.

I guess you can get an agile amulet of mighty fists at 5th level or so, but even that isn't going to be amazing damage. Are you planning to use touch attack spells?


I had the same thoughts as avr. It is great for a touch attack build, except claws and bite are then pointless (and no feats help to enhance those touch attacks).

The build will have great to hit potential. That's good.

An Agile amulet is critical, and the build is broken as a natural attacker without it. That delays it working until level 4. However, this also destroys the potential for getting thru damage reduction with the amulet. As an aside, a way to make the amulet cheaper (arcane bond) would help.

Arcane Strike and eventually Piranha Strike are going to be a must as an outside source of damage. Damage decreasing dice via smaller size deteriorates damage gained via better DEX.

The good of a brown fur arcanist runs counter to the feats used to get claws and bite. The higher level polymorph spells will replace those claws and bite. And using only Reduce Person (which is a bad spell to rely on due to casting time) handcuffs Brown Fur Arcanist.

Reading the above, it just sounds like I'm raining on the parade. Sorry about that, as I only really want to help.


Aren't you going to be transmuting yourself to some sort of animal anyways? I would try to build on that rather than using your base form with natural attacks.


To be fair, a Brown-Fur gets the same bonus from being a Brown-Fur whether they use a level 1 size spell or a level 9 polymorph spell. Not using high-level spell slots for polymorph spells means they can be used for something else.

The worry with Reduce Person though is that using it as a small Ratfolk means going tiny, at which point you can't attack outside your square. Alter Self to go from small to small works for a +4 size bonus at least.

Damage with a huge DEX bonus and other bonuses isn't that bad when you can make three primary natural attacks. Throwing in things like Arcane Strike and Contagious Zeal helps. The Arcane Trickster route with a focus on efficient blinding spells would be a whole other level of effectiveness though, and fighting blind things is a lot safer for anyone, let alone for a low-hp caster.


So, how to make this build idea work...

S: 10, D: 18, C: 15, I: 16, W: 10, Ch: 7 (20 pt ratfolk)

Feats:
1st: Weapon Finesse
3rd: Arcane Strike
5th: Piranha Strike
7th: scholar (Magaambyan Arcanist requirement)
9th: spell mastery. Ick. i know. Requirement
11th? Spell specilization Barkskin?

Discoveries
1 Dimensional steps
3 Replaced by archetype
5 Potent magic
7 Metamagic: quicken v
9 Replaced By archetype

Working Strategy Level 1-3:

Spend 2 PP to get a 5x Scroll of Alter Self. Repeat as needed until 4th level when you can cast it yourself. Polymorph into a trogolodyte to get 3 attacks and +2 STR. You will be doing 3 attacks of 1d4+1 damage, which is okay at level 1.

You will do 1d4+2 per strike at level 3.

Strategy Level 4-5:

Cast Alter Self yourself to turn into a trogolodyte. If you know of a small humanoid that has natural attacks, do that instead. You will be doing 3 attacks of 1d4+5 at level 4 and 3 attacks of 1d4+8 at level 5. This assumes an Agile Amulet starting at level 4.

Strategy Level 6:

Beast Shape I into a Velociraptor Dinosaur to get +4 DEX and 3 natural attacks as a small animal. You'll be doing 1d4+10 min damage per hit (+2 Arcane Strike, +2 Piranha Strike, +6 DEX, with extra potential from +DEX belt).

And you're off to the races. Damage Reduction will be a major issue. This could be occasionally bypassed by Quickened Shocking Grasp attacks as early as 7th... expensive, but possible. Or simply by using spells.

*************************************

Alas, this foregoes the reasoning behind a ratfolk boon... hmmm... might try again if I can get time.

One thing I did note, a stat line of

S: 7, D: 18, C: 14, I: 18, W: 10, Ch: 7 (20 pt ratfolk)

Is probably much, much better in the long run. This is equally a chassis for debuffing as well as melee eventually.


Looking at the big picture, if the goal is to use a Ratfolk's own natural attacks, then I'm not sure Brown-Fur offers a bonus on anything other than turning into a Ratfolk too small to attack adjacent squares.


S: 7, D: 18, C: 14, I: 18, W: 10, Ch: 7 (20 pt ratfolk)

Feats:
1st: Weapon Finesse
3rd: Sharp Claws
5th: Sharp Bite
7th: Arcane Strike
9th: Piranha Strike

Discoveries
1 Potent Magic
3 Bloodlines Development: Arcane (for arcane bond IF you can enchant)
5 Metamagic: Furious Spell (bonus damage on spells for first hit per target)

Strategy Level 1-2:

Spend 2 PP to get a Wand of Magic Missile to do 1d4+1.

Use Potent Magic to burst 3d6 Shocking Grasps (4d6 at level 2) and/or 3d4 Burning Hands (4d4 at level 2).

Strategy Level 3:

Cast Chill Touch (lasting up to 5 hits) and hit for 1d6 touch attack to open. Attack with two claws for 1d3-2+1d6 damage. Can start debuffing foes!

Strategy Level 4: Assumes Agile Amulet

Cast Elemental Touch (lasting up to 6 rounds) and hit for 1d6 touch attack + debuff to open. Then attack with two claws for 1d3+1d6+4 damage.

Cast Cat's Grace if you have time to prebuff.

Strategy Level 5:

Same as level 4, except you have your claw/claw/bite routine.

*************************************

I can't get Brown Fur Transmuter to work with the claw and bite feats. I scrapped the archetype as well as using any polymorph spells.

This build can really debuff a foe with Chill/Elemental Touch, using Potent Magic and 18 INT to beef save DCs.


Agile amulet will add dex to damage. On a claw claw bite Helmet of the Mammoth lord and tailblade.

Pirhana strike may be a needed feat.That would put magambayan arcanist off the menu. There's an absurdly expensive spellbook that can do some of that though. Can an arcanist get a bonded item?

may switch the bite and arcane strike

Right now his schtick is enlarge the beatstick.

He's just hit 4 and can now add a +6 bull strength to said beatstick.

Grand Lodge

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If you want a gore attack check out the animal mask from the villian codex. Not as good as the helm but much cheaper.


Burns a swift action but WELL worth it... thanks!

Also, adorable reindeer antlers

Grand Lodge

Np. Scent can also be a life saver (if you don't have it via ratfolk racial trait). If you're playing with an archer pheromone arrows will help you attack and damage.


I did not take scent because of table variation on how it works along with having to remind DMs its there.

The pheremone arrow/bolt/sling trick is very nice. M foxform fighting kitsune hands out picinic baskets full of them :)


The point isn't to be a fluffy bundle of death (already have one) the problem with an arcanist, especially if they pre buff, is running out of spells. So for a plan B , the monsters come after the "squishy wizard" in the back...

And he tears their face off.

Grand Lodge

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The Monstrification Staff is one of the few staffs I consider decent value.


I need to take you shopping with me more often...


Perfectly viable at level 2 and 3. Enlarged beatstick and grease have been pretty effective. I don't expect the round 2 +10 strength and reach beatstick to be uneffective for 4th. (+4 size bonus from the improved enlarge person and +6 enhancement from the bears strength)

Remember an adventurer is part of a team. Wizard has some of the best buff spells in the game. There aren't a whole lot of ways to increase those buffs. THere's no DC to beat so i don't need spell focus, no SR check so i don't need spell pen, or a super high int to jack up the dc.

As for entering a square, teleporting into it doesn't provoke. BAMF whack. Or cast bamf whack (its part of a move action)

Hmmm.. extra arcana May be on the menu. Or i could just live with one less third level spell.


I guess five-foot step works vs. adjacent targets, which deals with most attackers. Shaky CMD and no reach to retaliate may mean being a CMB magnet for goons with nothing to lose though.


BigNorseWolf wrote:

+6 bull strength to said beatstick.

Okay, that corrected what I was missing on Brown Fur Transmuter. I was thinking that it only functioned on "polymorph" spells and not ALL "transmutation" spells. Doh! And thanks!

Buffing is a great way play this character, no doubt. The claws/bite don't add much due to the reasoning above, but the archetype will still function very well as a buffer. I like playing those types.

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