KitsuneKid |
Alright so I haven't played in FOREVER and finally found a campaign. Desperately need help optimizing a build as this class isn't common enough class for me to look up builds for.
http://www.d20pfsrd.com/classes/3rd-party-classes/ascension-games-llc/night blade/paths/path-of-the-bloodied-chain/
Only stipulation is the character has to be Kitsune. It's a 21 point buy. The character's concept is to become fear incarnate and take down those who abuse their power to bring suffering to the weak and less fortunate.
avr |
You get to frighten people any time you demoralise them badly enough with the intimidate skill. That's demanding that you take feats to intimidate more people - enforcer and/or dazzling display are the obvious ones, cornugon smash is possible. Also you're going to need weapon finesse as a kitsune; it's not absolutely clear whether this applies to melee touch attacks, talk to your GM and try to get the answer to be yes. Shocking grasp & similar make a good backup in the case of opponents immune to mind-affecting effects.
As an example feats & arts might go:
1: Weapon finesse
3: Weapon focus (short sword)
Art 3: Combat art (dazzling display) - taken as an art to get it online ASAP.
5: Extra art (terrorizing glare)
Art 6: Warp blade
7: Piranha strike
9: Disheartening display
Art 9: Shadow form
Some spells that look good to me:
1: Umbral assistant (unseen servant+, with a combat use), shocking grasp, maybe color spray
2: Mirror image, glitterdust, invisibility
3: Haste, shadow structure, fly
4: Umbral informant, greater invisibility
avr |
Combat reflexes would be better if you had more damage. I suppose you could get fencing grace (with a rapier) , or slashing grace (with a dagger rather than a short sword) as well as piranha strike, but that'd cost you two more feats to squeeze in somewhere counting combat reflexes.
The only reason for the short sword is that I was thinking of TWF at one point there. It could easily be switched for a dagger or rapier.
avr |
Shocking grasp gives you up to 5d6 (average 17.5 damage) on a touch attack, +3 vs. metal armor. That's not terrible. With piranha strike (or fencing grace or slashing grace instead, or deadly agility if Path of War is available too) you have some damage without a spell. But you're certainly no rogue or magus, the class and path you've chosen don't support a lot of damage.
avr |
If you take one of the dex to damage options you'll want a fair bit in dexterity and minimal strength - not the absolute minimum of 7 - 2 race = 5 though, you won't be able to carry your gear (a handy haversack, a weapon or two and a mithral shirt at least). If you're not then 10 Str and 16 Dex total are reasonable. Con should be at least 12, Cha likely around 16 after the racial modifer,
avr |
Masterwork studded leather, a melee weapon (likely a rapier), a sling or shortbow for range, a backup dagger, an emergency potion of CLW, antitoxin, a couple of flasks of acid, maybe a scroll or two of spells on your list you don't know, an adventurer's sash to carry those and probably look over one of the adventurers kits to see the boring mundane stuff you might need anyway. Then check your encumbrance and cut if necessary.