Blaster for Skulls&Shackles


Advice

The Exchange

1-Is it a good idea to create a blaster for S&S adventure path? 2-If it’s, what can you recommend? (class, build, etc.) 3-If it’s not, what other type of role can you recommend? Our party consists of a sea reever barbarian, charger rogue, healer life oracle, classical debuffer witch, sniper musketeer and another front liner (not selected yet). Sadly I can’t play a summoner-necromancer because our party is crowded.


I would say yes, because AoE doesn’t appear to be covered elsewhere in the group. I would go wizard or arcanist, because it looks like you have a charisma guy or two to face, where crafting is another (int based) potentially big role a blaster can fill.


I'd reccomend a bard. Because there is 7 of you. Maybe something to help the rogue get those sneaks in.

Grand Lodge

Dont specialize in fire based spells as burnt plunder is worthless and they are really hard to cast under water.


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*Khan* wrote:
Dont specialize in fire based spells as burnt plunder is worthless and they are really hard to cast under water.

Technically, I don't think there's a rule against casting Fire spells underwater.

That said, talk to your GM about it. That's one of those things that might be ruled at table. Though if they rule "No Fire underwater doesn't work" maybe avoid Lightning spells too, as they could end up discharging across a wide area. Like say, over the area your team is in. Anyway;

1) Blaster good idea? Answer; Yes? People might argue how effective blasting is, but you right now don't have much in the way of AoE or elemental damage. You're probably going to want that early on but be ready to maybe pivot a bit.

2) What Class? Answer; Spontaneous. I don't care what class you actually do pick but you have 2 prepared casters already. Throw a Spontaneous in to help fill the gap in spells they could be missing. I'd suggest Sorcerer(Cause they are the blaster), with Aquatic bloodline as a pick. I"m not good at building, but Aquatic gives you some nice abilities to help you around water. Stormborn is another choice if you want to help with sailing(But is lightning themed, talk to GM about Electricity and water)

3) Alternate idea? Answer; Bard works. You have a lot of allies so playing one song boosts all of them. Alchemist is also viable as you can toss out extracts to the front lines and support with bombs. Ranger or Slayer ranged build could also help. With a possible 3 melee, I don't think you need a 4th. So whatever you do, go ranged or at least be a switch hitter.


With a party that large, I would say that in most situations where it matters (hard fights/longer dungeons) you are going to have a hard time landing AoE without hitting party members. The exception is ship-to-ship combat of course, but generally spells aren't hugely effective under that system (and you never sink ships anyway, you want to board and take over and the system usually has ordinary crew on the enemy ship abstracted, rather than as actual combatants).

Add in that usually Blasting isn't very good anyway. And I think you'll struggle to remain effects or switch out to a different role if you make something like a wizard that is quite adaptable.

As others pointed out, a Bard would work well in your party. I think though I would make an Evangelist Cleric with the madness domain. As an Evangelist you get that bardy buff goodness which helps your melee teammates, you aren't stepping on the Oracles toes with healing, but can supply condition removal that the oracle might not want to use spells known on, and the madness domain is great to help the witch land critical debuffs.

Also, while I agree that in a party that large you don't want a ton of minions as well, being a cleric with access to animate dead lets you do things like 'crew of skeletal rowers' and stuff (possibly mostly as flavor, maybe your GM will give you some bonuses) and get your necromancy fix on without impacting game play.

And at the end of the day, a 9-level casting class with 3/4 BAB means you can substitute fairly for anyone if a player has to miss a session. Barbarian is out and Rogue needs a flank partner, pull out the longspear. Oracle's player can't make it, memorize some cures and take over. Witch is unavailable, grab debuffs and other control and go too town. And if nothing else calls, once in a while you have a flame strike to get your blasting on.


Whether or not casting fire under water is viable..

You're on a thing made of wood floating on water. Do not be that guy.


There's always the Kineticist.
Air Kineticists come to mind since they can fly and shoot lighting from a very long range. Water Kineticist would also be a good choice since, ya know, water.


MerlinCross wrote:
*Khan* wrote:
Dont specialize in fire based spells as burnt plunder is worthless and they are really hard to cast under water.
Technically, I don't think there's a rule against casting Fire spells underwater.

Sure you can do it...

SRD

Fire wrote:
Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.

/cevah


A Scaled Fist/ Sorcerer/ Dragon Disciple with Imperious + Draconic Crossblooded could make a pretty great "sea king", using the spell Contagious Zeal with Encouraging Spell and their Imperious ability. This would make Contagious Zeal a +3 to attack and damage for others and +4 to themselves. This plus Dragon Disciple and Scaled Fist 1 with a Monk sword would be a monster in combat when not casting spells, and CHA AC plus Draconic AC plus Mage Armor becomes strong defense.

And of course, Draconic grants bonus damage.

Maybe with Prestigious Spellcaster to hold on to more casting power with Disciple...


We had a Goblin Alchemist as blaster… worked very well.


ATM I'm all about the arcane trickster as a blaster. If you want PURE damage then I'd go something like

Ninja 1 / Sorc 4 (Orc bloodline and blood line mutation havoc) / Arcane trickster 10.

This gives your sneak attack 1d6 (which applies to those silly ranged cantrips so you can do them all day long) and +2 dmg per dice rolled on your spells (AKA scorching ray 4d6+8 + sneak attack)

You WILL need the feat accomplished sneak attacker (+1d6 sneak attack) to get your sneak attack back up a bit and to qualify for for the 2d6 sneak attack pre req of Arcane trickster.

This is a lvl15 build if you go the lvl20 I'd put maybe 1 more level into ninja for evasion, ninja trick and ki pool. Evasion is the big pick up the other stuff is ok. Then the rest into sorc levels cause lvl9 spells. I'd probably end up with ninja 1 / Sorc 9/ Arcane trickster 10 my self.

Spells that you WILL WANT: Vanish (lvl2 ninja for the vanish ninja trick is nice for this early on but does get over shadowed by greater invisibility later), Sense Vitals, Scorching ray, Greater Invisibility, Hell fire ray.

Feat:Point blank shot, Precise shot (THIS IS A MUST),Accomplished Sneak attacker, weapon focus ray, empower spell, maximize spell.

Traits: Magical lineage (Scorching ray), Wayange Spellhunter (Scorching ray)

Example of what you will do at lvl5 for damage: Empowered Scorching ray 6d6+12 + 2d6 sneak attack +1 point blank shot (assuming you have vanish or other means of getting them flat footed) avg dmg is going to be 36 I believe and it will still be a lvl2 spell because of your traits.

Honorable mention. You COULD take cross blooded for the draconic bloodline to get the extra +1 dmg per dice rolled however I prefer the extra spell. If you were to go this route I'd grab the elemental blood line so that you can switch up your damage subtype.

Also the capstone of Arcane Trickster, being able to apply sneak attack damage on AOE spells is super nice especially combined with their abillity to just DO sneak attack damage.

Anyways that is just my 2 cents.


You’re probably not going to get a better opportunity to play a water kineticist, so I’d do that.


Ninja does not get evasion before picking it as advanced Trick at level 10. Vanishing trick is worth the second level though, since its a swift action.


Darklone wrote:
Ninja does not get evasion before picking it as advanced Trick at level 10. Vanishing trick is worth the second level though, since its a swift action.

With Ki you also get an extra attack for a point, or an extra 20' speed for a round. And you don't need to run to make a jump at regular DC.

/cevah

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