| Isaac Zephyr |
Working on a Shifter modelled after a Native American medicine woman. As a Shifter, rather than a Shaman or Druid, there's no spellcasting. What kind of things can one get into with just Craft (Alchemy) and Survival?
Ultimate Wilderness has foraging and salvaging, as well as harvesting poisons, and herbalism. They require ranks in Survival, Craft (Alchemy), and Profession (Herbalist) and can do a few interesting things all considered. Though the character would likely need to grab Poison Use from somewhere.
All in all though, how effective would this be? And what kind of feats would you need to be able to do it adventuring? Crafting is so slow the character would wind up sitting for days to make an antitoxin. Can't brew potions without a level in spellcasting so they're limited to alchemical items, how fast would it fall off?
| pocsaclypse |
How "non-magical" do you want to keep this? This thread has a build using the Healer's Hands feat but its sort of kind of magic.
| Cavall |
Well I'd suggest master alchemist at level 5. That would make your crafting checks for simple alchemy items almost lightening speed.
Past that, a healers satchel would be smart, and the healers hands feat doesn't suck but as mentioned maybe that's too much magic for you?
The poisons will also fall under alchemy so that's great too.
| Isaac Zephyr |
How "non-magical" do you want to keep this? This thread has a build using the Healer's Hands feat but its sort of kind of magic.
Not a bad feat. It's not being against magic it's the class choice has none.
Unfortunately ranks in Knowledge (Planes) are hard to come by.
As a Keen Kitsune with Skilled, I managed to get (with favored class bonus) 7 skill points a level. Currently in Craft (Alchemy), Profession (Herbalist), Survival, and Knowledge (Nature) to use all the aspects of Ultimate Wilderness foraging and abilities. The other three are the basics for a hunter-type, Perception, Stealth and Climb. I was sad I had to miss out on Acrobatics for leaping at foes, and Swim cause it seems like a self-sufficient basic.
Master Alchemist was a given. I'm devoting some early feats to the combat style (since Shifters are full BAB combat types), but 5th is available for it and will be nabbed.
| Cavall |
Well yeah planes arent a class skill. But that doesn't mean anything other than having no +3 bonus.
You can still put 5 ranks in. But honestly the shifter is not overflowing with ranks to spend and you'll need both planes to at least 5 and heal ranks. That's a lot to spend for an alchemist and survival too.
Maybe that doesn't work out. It's a long distance plan.
| Isaac Zephyr |
Swapped Climb level 1 for Heal to make more use of things, and took the Caregiver trait to make it class skill. Then her herbalism is not just giving a +4 to heal that she can't take advantage of.
Master Alchemist might be the only feat she has room for though. As a natural attacks combat class, one of the main goals is getting pounce. For the Kitsune Weretouched the only real route is Shifter's Rush + Vulpine Pounce, which is 3 dedicated feats.
As a Dex-based character, Weapon Finesse and Shifter's Edge are also pretty mandatory. So of the 10 feats the character will get over 20 levels (since Shifter has no bonus feats) half are dedicated to combat, and are tight knit taken during the early levels at earliest availability. Then Piranha Strike takes another slot, leaving only 4 slots for the medicine woman feats.
For those four, the best to squeeze in early was Master Alchemist at 5. Without Vulpine Pounce which can't be taken until 10, Shifter's Rush isn't priority.
The other three, Human Guise opens up Human specific feats. I could have sworn that Humans had a feat for more skills, but they only really have Fast Learner, which since I'm the type to almost always take the bonus skill point is basically just Toughness. However, Toughness twice seemed like a good use for the last 3 available feats (since most adventures never get that high anyway). As a front line character, 40 extra hit points seems pretty nice
| Lockewood |
The other three, Human Guise opens up Human specific feats. I could have sworn that Humans had a feat for more skills, but they only really have Fast Learner, which since I'm the type to almost always take the bonus skill point is basically just Toughness. However, Toughness twice seemed like a good use for the last 3 available feats (since most adventures never get that high anyway). As a front line character, 40 extra hit points seems pretty nice
Tis I!!! Just in time to save the day by spreading my useless knowledge!
If you need skill ranks there are two feats to look into.
Spirit Ridden: http://aonprd.com/FeatDisplay.aspx?ItemName=Spirit%20Ridden
Cunning: http://aonprd.com/FeatDisplay.aspx?ItemName=Cunning
Sorry, I don't know how to do that link thing all you guys use so this will have to do.
Each of these is useful in a different way so think about it.
If you are going for flavor I would suggest Spirit Ridden so your Indian can feel more like a Shaman.
Have a good day!
| Isaac Zephyr |
Cunning is what I was looking for. Dunno why I thought it was a Human feat. :/
I am planning on playing her slightly villainous anyway. Vengeful is her other trait (originally planned on Grief-filled with the idea her children were slain by settlers but she seemed more the angry revenge type than sad wallowing). Giving her Cunning plays into the idea that not just her brawn is to be used to fight them, but her brain too.
| Isaac Zephyr |
Did some browsing through the Alchemy Manual to look at Spontaneous Alchemy. Fun as it is, Master Alchemist is the better option (though I may still do some spontaneous alchemy without feat support, only Instant Alchemy was super appealing).
Ended up spending the three feats though on Cunning for skill points, Prodigy for +2/4 in Craft Alchemy and Profession Herbalist, and Harvest Parts for the medicine woman idea of using every part of a creature.