Eoghnved |
I've been trying for some time to devise something strong enough to play in an upcoming run of the Strange Aeons adventure path and so far I'm not finding anything.
Here are the parameters I'll have to work with:
Stat array 15 15 12 11 11 11, arrange to suit.
Starting GP 150, no extra items/gold at higher levels.
Will reach a maximum of level 11 before campaign end.
Must be able to fight encounters of twice his level without assistance.
Sandy Petersen's Cthulhu Mythos is permitted, all other third party or 3.0/3.5 materials are forbidden.
Any ideas on how to meet this particular challenge?
avr |
Yeah, that's going to be a mess. Sad stats and no equipment ever? Is there no loot at all in that adventure path?
You have maybe enough to have one good stat plus constitution, so you're a full caster who doesn't plan to fight in melee ever; str 11, dex 12, con 15, int 11, wis 11, cha 17. A sorcerer BTW. Human or half-human for the racial favored class bonus of extra spells known. If you're going to fight alone a blaster with a sideline in battlefield control might be best. How much detail do you need?
Eoghnved |
The group I'm in prefers rolled stats to point buy and the numbers above are what I had in the previous adventure path, Skull and Shackles. I haven't rolled yet for the upcoming one, as there's still another thing going on for a few months before it will start. I'm planning with the assumption that they won't get any better. In Skull and Shackles, I used that stat block to create a human sorcerer. The trick I started out with was Magical Lineage on Shocking Grasp, Reach Spell to make it ranged, and the feat to get rid of the casting time increase on the above combination. After that, most of the things I added were battlefield control spells (other than Intensified Spell.)
There were items and treasure in that path, but few that were useful or relevant to my character, I couldn't buy items as they were rarely available, and after I selected Craft Rod as a feat, I was told that as the Captain I had no time for crafting. At the end of book five, the game ended because of the GM insisting my character was incapable of facing the encounters in book six. There were other characters in the party but apparently my character was holding the whole group back. I do remember stopping a TPK on at least one occasion by dropping opponents into pits and similar dirty tricks, but let's go with the assumption that this sorcerer was insufficient.
What I need is some sort of Pun-Pun like monstrosity that can trivialize every encounter, even if I get no items other than what I start with and the rest of the party doesn't even show up.
Bill Dunn |
There were items and treasure in that path, but few that were useful or relevant to my character, I couldn't buy items as they were rarely available, and after I selected Craft Rod as a feat, I was told that as the Captain I had no time for crafting. At the end of book five, the game ended because of the GM insisting my character was incapable of facing the encounters in book six. There were other characters in the party but apparently my character was holding the whole group back. I do remember stopping a TPK on at least one occasion by dropping opponents into pits and similar dirty tricks, but let's go with the assumption that this sorcerer was insufficient.
Sounds like your GM is kind of an ass. There are tough challenges in chapter 6 (that's what took my own captain out - as a half-orc summoner), but nothing is undefeatable with a good team and someone capable of raising the dead if a PC or two fall.
There are potential timing issues in many APs but they're rarely too rigid to allow some crafting. Captains have officers so they aren't busy 24/7, so crafting should be doable. Ships may be days at sea - again, more crafting time. Items can also be commissioned. If he's blocking all of those for arbitrary reasons, that's a problem. And, unfortunately, you can probably expect something similar in any AP he runs...
Volkard Abendroth |
Scimitar dex build Kensai magus. 15+2 dex. 15 int. 12 con. could work.
Or a Gillmen ocean’s echo nature oracle 15+2 con 15+2 cha is all you need. Revelations for Cha bonus to AC and reflex saves + animal compagnion.
Bladebound Kensai, that way you don't have to worry about weapons or armor.
Take Craft Wondrous at 3rd level and insist on the crafting while adventuring rules, e.g. you get roughly 2 hours of applied time per day.
Mysterious Stranger |
An oath of vengeance Suli Paladin might work. Put the 15’s in STR and CHR, and 12 in CON. Take Fey Foundling for your first level feat. Take Unscathed and Fates favored for traits. Pick up power attack at 3rd level, Greater Mercy at 5th and use the rest of your feats for extra lay on hands. Take weapon as your divine bond.
Use the heaviest armor and the biggest weapon you can get ahold of. As a paladin your fortitude and will saves will be the high enough that you should not have problems making saves. Your reflex save will be the lowest, but even it will be decent. Having 7 points of resistance vs all elements will also go a long way to keeping you alive especially at lower levels. The immunities and other defenses of a paladin will also keep your character up and going.
You will need to manage your resources carefully. Even with the extra lay on hands you will still be going through them quickly. Smite evil will obviously be used on the BBEG. Divine Favor should work if you need to fight a horde of less powerful creatures. Late in the campaign Blessing of Fervor will be another useful spell.
pad300 |
I've been trying for some time to devise something strong enough to play in an upcoming run of the Strange Aeons adventure path and so far I'm not finding anything.
Here are the parameters I'll have to work with:
Stat array 15 15 12 11 11 11, arrange to suit.
Starting GP 150, no extra items/gold at higher levels.
Will reach a maximum of level 11 before campaign end.
Must be able to fight encounters of twice his level without assistance.
Sandy Petersen's Cthulhu Mythos is permitted, all other third party or 3.0/3.5 materials are forbidden.Any ideas on how to meet this particular challenge?
So a level 11 character needs to be able to solo CR 22 encounters with only 150 gp of funds...
Find another GM. The one you have is terrible.
Wonderstell |
There were items and treasure in that path, but few that were useful or relevant to my character, I couldn't buy items as they were rarely available, and after I selected Craft Rod as a feat, I was told that as the Captain I had no time for crafting.
Do you at least enjoy playing with this GM?
Starting GP 150, no extra items/gold at higher levels.
Will reach a maximum of level 11 before campaign end.
Must be able to fight encounters of twice his level without assistance.
Is that a strong 'must' on the last requirement?
Because if you simply want a highly optimized build that will give you good chances of survival there's plenty of people here who will help you. But if your GM is out for blood, then that's not a problem that can be solved here.
Meirril |
I pimp this drunken quiggon monk out when someone says they want a monster. At low levels it is rather weak. At 4th level is gets its first glimpse at being disgusting. Once you hit 8th level your GM is going to start trying to kill you, for good reason. Your power plateaus at 12th level but honestly, so what?
You have the best base saves in the game. You throw around cold/fire/acid/electricity AoE damage every round. You get your level in temp HP every round. You get dex + wis to AC plus a level adjustment to AC so it should be amazing. Your low BAB doesn't matter since you use all that Drunken Ki to blast every round. Also you're an amazing self-healer. If you are in desperate need of healing take the AoO and spend a full round treating deadly injury, at high levels its going to be a full heal! And you can do it level times per day.
But you need a ton of alcohol to pull this off. It is possible without a Handy Haversack but that item really make transporting the alcohol easy. Also hoard bottles since it is much cheaper to refill them than buy new. If you get an item that produces alcohol as a standard action use it to fill normal bottles between combats since the action economy of those items is horrible for in-combat use.
MrCharisma |
I pimp this drunken quiggon monk out when someone says they want a monster.
But you need a ton of alcohol to pull this off.
How would a 1 level dip in cleric work? Create Water is an orison and Enhance Water is a level 1 spell.
Volkard Abendroth |
I'm assuming you'll be permitted to use the gear found during the adventure. Even so, I've come up with a basic build for a bladebound kensai, just to take a look at the numbers without gear.
Tiefling magus (bladebound, kensai) 1 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +2; +2 bonus vs. traps and hazards while underground
Defensive Abilities canny defense +1; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Bladebound, Kensai) Spells Prepared (CL 1st; concentration +4)
1st—infernal healing[ISWG]
0 (at will)—arcane mark, detect magic
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 12, Int 17, Wis 11, Cha 9
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse, Weapon Focus (scimitar)
Traits seeker, twitchy
Skills Bluff +1, Climb +4, Knowledge (planes) +7, Perception +5, Spellcraft +7, Stealth +5, Swim +4; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Goblin, Infernal
SQ chosen weapon, darklands guide, prehensile tail[ARG]
Other Gear magus starting spellbook, 150 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Tiefling magus (bladebound, kensai) 5 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 19, touch 17, flat-footed 12 (+4 Dex, +3 dodge, +2 natural)
hp 38 (5d8+10)
Fort +5, Ref +6, Will +4; +2 bonus vs. traps and hazards while underground
Defensive Abilities canny defense +3; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +10 (1d6+6/18-20)
Special Attacks arcane pool (+2, 4 points), spell combat, spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 5th; concentration +8)
2nd—cat's grace, mirror image
1st—blade lash[ACG], frostbite[UM], reduce person (DC 14), shield
0 (at will)—arcane mark, detect magic, mage hand
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 12, Int 17, Wis 11, Cha 9
Base Atk +3; CMB +3; CMD 20
Feats Armor Of The Pit[ARG], Dervish Dance[ISWG], Rime Spell[UM], Weapon Finesse, Weapon Focus (scimitar)
Traits seeker, twitchy
Skills Acrobatics +7, Bluff +1, Climb +4, Knowledge (dungeoneering) +10, Knowledge (planes) +10, Perception +11, Perform (dance) +1, Sense Motive +2, Spellcraft +9, Stealth +6, Swim +4, Use Magic Device +4; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Goblin, Infernal
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, darklands guide, perfect strike, prehensile tail[ARG]
Other Gear magus starting spellbook, 150 gp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +3 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Tiefling magus (bladebound, kensai) 11 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium outsider (native)
Init +12; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 24, touch 18, flat-footed 16 (+4 armor, +4 Dex, +4 dodge, +2 natural)
hp 80 (11d8+22)
Fort +10, Ref +10, Will +9; +2 bonus vs. traps and hazards while underground
Defensive Abilities canny defense +4; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +18/+13 (1d6+9/15-20) or
black blade (arcane pool) +20/+15 (1d6+11/15-20 plus 1d6 fire)
Special Attacks arcane pool (+3, 7 points), improved spell combat, magus arcana (accurate strike[UC], flamboyant arcana, spell blending [2 spells of lower level][UM]), spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 11th; concentration +15)
4th—fey form I[UW], greater invisibility
3rd—displacement, haste, heroism, vampiric touch
2nd—cat's grace, rime frostbite[UM], glitterdust (DC 16), mirror image
1st—blade tutor's spirit, frostbite[UM], mage armor, reduce person (DC 15), shield
0 (at will)—arcane mark, detect magic, mage hand, ray of frost
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 12, Int 18, Wis 11, Cha 9
Base Atk +8; CMB +10; CMD 26
Feats Armor Of The Pit[ARG], Dervish Dance[ISWG], Extra Arcana[UM], Extra Arcana[UM], Improved Critical (scimitar), Rime Spell[UM], Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits seeker, twitchy
Skills Acrobatics +12, Appraise +6, Bluff +3, Climb +6, Diplomacy +1, Disguise +1, Escape Artist +6, Fly +16, Heal +2, Intimidate +1, Knowledge (dungeoneering) +18, Knowledge (planes) +18, Perception +17, Perform (dance) +3, Ride +6, Sense Motive +2, Spellcraft +18, Stealth +8, Survival +2, Swim +6, Use Magic Device +15; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: unbreakable, chosen weapon, critical perfection +4, darklands guide, iaijutsu, perfect strike, prehensile tail[ARG], superior reflexes
Other Gear black blade (arcane pool), magus starting spellbook, 150 gp
--------------------
Special Abilities
--------------------
Accurate Strike (Ex) 2 Arcane Pool: Melee attacks resolve as touch attacks.
Arcane Pool +3 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Critical Perfection +4 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for them.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use weapon in one hand at -2 & cast a spell with the other. Gain additional +2 circumstance bonus on concentration checks when using spell combat.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Superior Reflexes (Ex) Extra attacks of opportunity equal to Int mod (min 1). Combat reflexes stacks.
If the DM will let you use Craft Wondrous, take that instead of Armor of the Pit. With decent stat gear, I personally would take Arcane Strike instead of using Extra Arcana to grab Accurate Strikes. Arcane Strike would be the only ability using swift actions, and it would be adding +3 damage to every successful attack; it adds up over time, especially on a crit build.
Heroism and Mage Armor are active in the 11th level build. Both spells are long duration and likely to be up most of the time.
J4RH34D |
I'll have to take a look at some of these ideas to see which one will get closest to the goal. Other than that, I'll probably just have to hang up the dice bag and end a hobby I've had for over 30 years.
Don't hang up your dice.
Have a look at play by posts if the IRL group isn't working.First things first though, I would suggest speaking to the GM and asking what about your sorcerer was too weak. Find out what is actually going on. Find out why the GM seems combative.
Try sort it out OOC, because honestly this seems much more like an OOC issue than an IC issue.
Isaac Zephyr |
I have to agree, the GM seems more the problem. I had the opposite problem with a player who needed to be #1 at everything. Made a Drow Noble to start and did whatever he wanted. When I complained to the GM, he dipped into 3rd Party where no one else was in order to still stay above the curve. I ended up just leaving the group because I wasn't having fun.
That said, that stat array is good enough to hit them with a shovel. Any race with an Int boost to get the Int above 13 to qualify for Combat Expertise, put your 15s in Str/Dex and boost Str every opportunity. You don't need proper gear cause you use nothing but improvised and make it magic. Find magic gear no one wants and after level 7 it still becomes a +X weapon dealing 4d6 to 6d6 damage, not including Sneak Attack or Vital Strike.
Edit: A Monk of the Empty Hand could do the same. Might even hit harder if Shikigami Style counts the Ki Weapons Unarmed base die to start. Hit them with a copper piece that counts as a fist for a monk 3 sizes bigger. Throw that unneeded Wand at them as a +1 crazy nonsense.
Slim Jim |
Eoghnved wrote:So a level 11 character needs to be able to solo CR 22 encounters with only 150 gp of funds... Find another GM. The one you have is terrible.Stat array 15 15 12 11 11 11, arrange to suit.
Starting GP 150, no extra items/gold at higher levels.
Will reach a maximum of level 11 before campaign end.
Must be able to fight encounters of twice his level without assistance.
Yeah, I'm not getting it at all, either. Am I to understand that 150gp worth of mundane equipment is all he will ever have? (Typo?)
Anyway....
STR- 9
DEX+ 17
CON: 12
INT: 11
WIS: 11
CHA+ 17 (halfling)
Traits: Fate’s Favored, (some other thing)
01 ranger1 [Freebooter], Divine Fighting Technique[Desna's Shooting Star]
0X bardX [Archeologist]....
...at 1st, you're +5/+3 att/dmg with the same weapon in melee or ranged, and +1 to both when you've a move-action to share Freebooter's Bane with the party. At 2nd, att/dmg, as well as all saves and skills, jump +2 with Archeologist's Luck. So, +8/+6 w/both as a BAB1 at 2nd.
Eoghnved |
It's not that I expect to have no equipment at all, it's that the total gold will probably not exceed 25 to 50% of expected WBL and there's at best a 50% chance of any specific item being available. Planning a build around any magic items is likely to lead to failure. As far as what was considered weak about the sorcerer, it was the fact that he wasn't capable of being a front line melee combatant as well as a spellcaster. I'm not sure how to be good at both things without giving up something vital.
J4RH34D |
Might I suggest a kinetecist perhaps?
Your damage is tied directly into your level so you will always be able to do damage.
Stat array 15 15 12 11 11 11
Play a Hobgoblin or Merfolk.
Stat Array:
Str 12
Dex 17
Con 17
Int 11
Cha 11
Wis 11
If you go for an Earth Kinetecist Hobgoblin you can get really really good defenses, especially if you go expanded element into water.
You have basically no item dependencies, a really tough defense, and some really awesome utility.
If you want to sacrifice some tankyness for utility you can go expanded element into air or aether.
If you are worried about being able to hit your blows, look at an element with an energy blast rather than physical so you hit touch AC.
~~~~~~~~~~~
Lets have a look at a build:
Tanky Tank Earth Kinetecist 6
Base Stats
Str 12
Dex 17
Con 17+1=18
Int 11
Cha 11
Wis 11
Burn, 3 points into Elemental Defence. Elemental Overflow gives you +2 Dex and +2 Con
AC = 10+4+whatever armor you want. DR 5/adamantine
HP = 8+5*5+6*5 = 63
Feats
1 Anything. Maybe get tankier.
3 Anything
5 Extra Wild Talent (Elemental Whispers)
Only important Utility wild Talent for what I am showing you is the one at 6. (Elemental Whispers Greater)
You are after an Earth Wysp.
He will give you +5 to hit.
Your Main Blast is:
1d20 +4(dex) +2(Elemental Overflow) +5(wysp)+ 4(bab)
1d20 +15
Damage is (3d6+3(base blast) +4(elemental Overflow) +5(con))*1.5
Average of 33.75
You are CR6 on your own. And are told you should be able to fight CR 12.
Average AC for CR12 is roughly 27.
You hit that on 12's. You could get weapon focus blast to gain another +1.
If you want to go for an energy blast element rather your to hit stays the same.
Damage drops to:
(3d6+(1/2 con=2)+4)*1.5 = avg 24.75 minimum 13
Average Touch Ac at CR12 is 12. You hit on 2's.
Oh, and all of this can be at 120ft range with an extended range infusion which you can be doing for free.
Basically, you are very difficult to kill. Can have very consistent damage output, and have some pretty nifty utility with no item requirements
Genoin |
J4RH34D wrote:How's it doing that? (I see its general +2 competence bonus shared to everything of the same element type within 30', and the +1 competence bonus a Kineticist would receive.)You are after an Earth Wysp.
He will give you +5 to hit.
Im assuming he means the +1 the Kineticist gets, along with the +4 the Wysp gives from using Aid Another
Slim Jim |
Im assuming he means the +1 the Kineticist gets, along with the +4 the Wysp gives from using Aid Another
That's not going to happen very often, at least not with an Earth Wysp, which is a tiny creature with a reach of 0. If the wysp is in its Kineticist master's square (the usual case with many familiars in combat), then it can't reach the opponent to attack AC10 and contribute aid-another. If, otoh, it goes off on its own, it has 20' move and rather low AC for a tiny creature -- which may not be an surmountable obstacles for a spellcasting class (e.g., doling out Greater Invisibility, etc), which kineticists aren't.
Genoin |
Genoin wrote:Im assuming he means the +1 the Kineticist gets, along with the +4 the Wysp gives from using Aid AnotherThat's not going to happen very often, at least not with an Earth Wysp, which is a tiny creature with a reach of 0. If the wysp is in its Kineticist master's square (the usual case with many familiars in combat), then it can't reach the opponent to attack AC10 and contribute aid-another. If, otoh, it goes off on its own, it has 20' move and rather low AC for a tiny creature -- which may not be an surmountable obstacles for a spellcasting class (e.g., doling out Greater Invisibility, etc), which kineticists aren't.
Yeah, I wasn't suggesting it was a good option, just saying that's probably how he got that number.
Eoghnved |
Might I suggest a kinetecist perhaps?
Feats
1 Anything. Maybe get tankier.
3 Anything
5 Extra Wild Talent (Elemental Whispers)Only important Utility wild Talent for what I am showing you is the one at 6. (Elemental Whispers Greater)
You are after an Earth Wysp.
He will give you +5 to hit.
I could probably set something like that up, but if I'm correct the Extra Wild Talent feat isn't available until Kineticist 6. The only way I could get that in time to use it for the prerequisite is playing Human with the favored class bonus of 1/6 Extra Wild Talent.
Eoghnved |
Your problem is not the character.
Your problem is your relationship and communication with the GM and (probably) the other players.
I can't completely disagree with that. I'm just feeling a little bit spiteful at the moment and so I'm looking to come up with something ridiculous.
Dragonchess Player |
If you want a character that can overwhelm encounters without needing high ability scores or (much) equipment, then a "pet" class is the most likely bet.
The simplest would be a summoner, master summoner archetype. Use the summon monster SLA to have creatures fight for you instead of your eidolon. Your eidolon will be more useful for support outside of combat with the master summoner archetype.
If you want to be "ridiculous" with it, it's possible to have summoner* with an eidolon, familiar, animal companion, and a cohort by 9th level. Eidolon through summoner class, familiar via the Eldritch Heritage (Arcane bloodline) feat**, animal companion through Variant Multiclassing (Druid), and cohort via the Leadership*** feat.
*- fey caller or wild caller is a thematic choice
**- since you're going with summoner, half-elf is the natural choice, which also gives you Skill Focus from Adaptability
***- or one of the variations on Leadership, such as Recruits
Isaac Zephyr |
If you don't wanna hit 'em with a shovel, you could throw rocks. The Hanyasi Brawler archtype can use improvised weapons with their brawlers flurry. Choose Light, One-Handed, or Two-Handed, build up your Shikigami for +3 effective size and just go to town with crazy amounts of high damage. Max level (I made a small-size Hanyasi) I calculated something like +26/26/21/21/16/16/11 (don't think Rapid Shot stacks with Brawler's Flurry, otherwise more attacks) 6d6+18 each without Str mod or Gloves of Improvised Might +5. Clustered Shots so all attacks apply before DR.
Dragonchess Player |
Volkard Abendroth wrote:You’d also want boon companion to make it competitive.Dragonchess Player wrote:animal companion through Variant Multiclassing (Druid).Wolf companion through Nature Soul + Animal Ally
Why give up half your feats for something that only costs two?
I'd also say wildshape at 15th level and greater wildshape at 19th level are definitely worth trading those feats for.
To recap, this is the trade-off between feats and VMC druid:
Nature's Soul (bonus to Knowledge (Nature) and Survival checks) vs. 3rd level Wild Empathy
Animal Ally (animal companion as druid of character level -3) vs. 7th level Companion (as druid of character level -4)
Boon Companion (animal companion abilities calculated as if 4 levels higher, up to character level) vs. 11th level Improved Companion (now as druid of full character level)
feat of choice vs. 15th level wildshape (Small or Medium animal, 2/day up to 1 hour per character level each)
feat of choice vs. 19th level greater wildshape (3/day, includes Tiny and Large animals with beast shape II abilities and Small elemental forms)
Now, it's possible to get the animal companion (and to full power) earlier using feats (Animal Ally at 5th and Boon Companion at 7th).