Tactical and build input on a conceptualy driven and (over)spread out character.


Advice


Howdy folks. I'm asking for some advice on how to play and advance a character of mine. This is my Ratfolk who started my first thread on these forums.

As in the subject line, the character is primarily driven by concept, but my concept was difficult to wrangle to begin with, and then kind of mutated and exploded a bit once I got on paper. I do know how to build better/more optimal/focused characters, but on this guy, I kind of went all over the place. Thus far the build is pretty well locked. I'm not horrible, but I know I'm likely sub-optimal, and I'd like advice of how best to play the character I have tactically. I'm looking for tips of game mechanics I might be overlooking, possible synergies or combos in my build I may not see, and then lastly recomendations for choices at leveling to not necessarily optimize, but make sure I can at least contribute.

I appreciate any and all help, but I will save a few people some wasted key strokes. This is a homebrew campaign with a sandbox world and shared GMing. We try to stick to RAW, but we do allow several 3pp sources, and make case by case house rules for build concepts of story purposes. We are gestalt as well, so with that extra complication, I very much do not want to multiclass . I'm complicated enough as is. If something in my build doesn't add up, it's probably something we house ruled, but feel free to ask, and I'll explain, or correct myself as necessary. We did rolled stats for instance.

The build (sorry if formatting is off):
Gestalt Ratfold Alchemist (Plague Bringer/Blacksnake/Dimensional Excavator) // Sorcerer (Pestilence Bloodline) Level 2

Str: 14 Dex: 19 Con: 16 Int: 19 Wis: 16 Cha: 18

Racial Features: Market Dweller, Cornered Fury, Cleanliness, and Surface Sprinter

AC:18 (+2 magic shirt, 4 dex, 1 size, +1 unslotted deflection bonus)
Touch:16 Flat-footed:14

Fort:6 Ref:7 Will: 6

CMB +2 (do magic weapons add to this?)
CMD 16

Magic +1 Whip, Magic +1 Tail Blade (both +5 to atk; 1d2+3 dmg)
Bite (+4 atk; 1d3+2)
Ranged Touch Spells (+6 atk)
Special Atack: Lash Talent: Sting (+5 atk; target makes DC 16 Fort save or drops held items and provokes AoO's)

Alchemist and Archetypes features: (Black Snake loses bombs) Prof. w/ whips and no provoking AoO when using whip for atk; can deal lethal dmg. w/ whip regardless of target AC or NAC bonus; Plague vial (replaces mutagen) standard to consume, 10/lvl., can contaminate weapons as standard action, any creature that hits me or is hit by contaminated weapon DC 15 Fort save or Sickened 1rd/lvl.; Alchemy; Disease Resistance (+2 saves v. disease); Poison Use; Discoveries -- Level 2 Pheromones(SU), +3 competence to Bluff, Diplo, and Intimidate

Sorcerer Features: Arcana allows vermin to count as animals for mind affecting spells; first level power Plague's Caress (Sp), melee touch atk sickens for 1 rd, 3+Cha uses per day.

Feats: Brew Potion (class), Eschew Materials (class), Lvl.1 Sharptooh (Ratfolk racial, gives bite atk.)

Traits: Business Venturer (+1 Appraise, Knw. Local, and Prof. Merchant, Local is class skill), Rich Parents (900 starting gold value), Extremely Fashionalbe (wear 150 gp worth of fancy clothes and jewels +1 Diplomacy, Intimidate, and Bluff, Diplo is class skill), Drawback Sentimental (-2 perception v. surprise, -2 ref v. traps)

A lot of gear, if any is relavent please ask

Extracts and Spells:
Alchemical: Adhesive Spittle, Ant Haul, Bouncy Body, Comprehend Languages, Cure Light Wounds, Long Arm, Crafter's Fortune, Shield, True Strike, Expeditious Retreat

Sorcerer: Cantrips; Predtidigitation, Acid Splash, Low Blow, Conjurer's Toolbelt, Lightning Sand
Lvl. 1's; Mud Ball, Pressure Spray

Skills: 10(12) Appraise, 10 Bluff (no ranks), 10 craft Alchemy, 8 Craft (Coins/Minting),8 Craft Leather, 12 Diplomacy, 8 Intimidate (no ranks), 5 Kn. Geograpy, 5 Kn. History, 10 Kn. Local, 8 Kn. Nobility, 8 Prof. Cook, 9 Prof. Merchant, 10(14) Slight of Hand, 8 Stealth (no ranks), 7 Survival

***************************
Conceptually this character came to being from a few different ideas. Primarily he is based upon the concept of disease as a natural vector/cost/byproduct of trade. Equally important to the concept is the dichotomy of filth/dirtyness and cleanliness. Primarily this comes through is spell choices, and in roleplay between in and out of combat persona.

The character is a merchant prince of an extremely powerful clan, that has trade connections to most of the mainland, and several islands to boot. He travels to learn the trade, keep his family's influence strong, and experience the treasures of other cultures. Specifically he is passionate about art and history, especially as these aspects are reflected in a society's coinage. After culture, and coins, his other great passion is cuisinne.

In combat, I know his numbers aren't fantastic. Conceptual/mechanically I've assumed he is (should be?) a debuffer, for now mostly single target. That's a new (or long forgotten) role for me.

I'm also enthusiastic about making him a paragon of ratfolk of sorts. By this I primarily mean I want to take as many of the ratfolk racial feats and options as I can. I intend to get him the claws and burrowing eventually.

The whip thing was kind of a last minuted find to ditch bombs. I wanted to be distinct from the other alchemist in our group, and I don't love bombs much (Yes. I know they're quite powerful).

I suppose I could ditch the Dimensional Excavator Archetype, it hasn't yet mechanically impacted my character, and it was the last random tack on. The progression of pit spells just seemed a useful option to have, thematically appropriate on the "clean up" side of the character, and it's something I've wanted on a character for a while now. But, I do know that including it does technically violate the RAW of archetypes.

That's it for starters. Thanks to anyone who gets through all the word vomit. Any tactical or build tips would be appreciated. Thanks in advance, but please no multiclass.


You can use the enhancement bonus on a whip when you use the whip to trip, disarm, or inflict a dirty trick on an opponent. Since your CMB isn't amazing this will be unreliable, though obviously better with setup (like blinding them with mudball first, or buffing yourself with true strike.) The blacksnake feats via lash talent will matter to keep this relevant, but your character doesn't seem made to take full advantage.

Pits are pretty good spells. Though not as good on a 6-level spellcaster; your save DCs will lag eventually if the game lasts long enough. They still would free up a few sorcerer spells known.

I guess that means your sorcerer spells will matter more and more as you gain levels. You'll be a spellcaster with better saves and amusing tricks eventually.


looks like you can have a pretty decent Intimidate if you put some ranks into it. Pick up Blistering Invective once you get 2nd level Alchemist spells, demoralize nearby opponents (while setting them on fire!) and then sicken your chosen target. Apply save or suck spells thereafter


Well, first off let me you say you have my sympathies - my main PC is kind of a mess as he was built to address a lot of disparate weaknesses in the party. He has a ton of options and niche abilities- but is hard to track & play.

Some things that might (eventually) help:

ITEMS (1/2 all prices if crafted)
4,461 GP Perfectionist Shavtoosh - this serves as: a +1 whip, a slotless Improved Unarmed Strike feat (see feats below for why you may want this) and grants a couple of spells if you follow the associated deity.

22,301 GP Sadist Lash - +1 wounding whip, can deliver touch enchantment spells @ range & might (DC 15 will) lower targets save against your enchantments (-5)

SPELLS (when can get them)
1st - Weaponwand (may have to have someone else cast or buy an oil) - deliver touch spell from wand at whip range & with any whip bonuses to hit

2nd level Alter Self - flexible for spontaneous caster - one example: Sewer Troll is a possibility (Lose: 1 AC, 1 to hit for medium size | retain darkvison 60'|gain lowlight vision, scent; 10' reach with 2 claw attacks, a bite attack, +2 strength, 30' move)

3rd - Shadow enchantment very flexible for a spontaneous caster & can pick off of psychic's spell list (downside is, as an illusion doesn't work with Sadist Lash)

Honorable mentions [lvl]: [2]Ghost Whip (incorporeal/ghost touch); [2]River Whip (to target touch AC & extra damage to fire creatures); [2]Rock Whip (1d8 bludgeon, ignore stone cover, & free bull rush); [2/5/6] Whip of Spiders/Centipedes/Ants (touch attack, damage, distraction)

FEATS
Sorcerous Strike Perfusionist Shavtoosh (above) helps qualify - can add your Plague's Caress to an unarmed strike

could add on Ascetic Style to deliver Plague's Caress when hitting with whip - need to buy weapon mod Versatile Design- to make your whip a monk weapon and I'd get a Opalescent White Pyramid (Cracked) Ioun Stone & stick it in a wayfinder to get Weapon Focus feat to help qualify (and nice to have anyway) Training enchant on your whip (or a spiked gauntlet) is a nice way to get another martial feat.


Thanks for the help so far. I'll have to explore some of those links. I especially like the idea of putting some of my magic effects into/through the whip. Might make that choice a bit less foolish. Does blistering invective have to be fire damage? If we did a homemade equivalent, acid or some minor disease type effect would be more thematic; but I like the idea.


I don't see why not, though for Acid the damage would probably drop a die, since acid is a rarer energy type

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