| kennedy-eliza |
| 1 person marked this as a favorite. |
Playing my first PF2e campaign and third PF campaign overall--we are using the Extinction Curse adventure path. For context, our group favors role playing, "strategery", and table talk. We're far from min/maxxers.
I played a Shoony beastmaster druid up to level 6 who I loved but who died saving friends and animals <3 RIP RALPH <3 I used my animal companions to do substantial damage in combat and summoned animals/used a few spells otherwise and it was awesome!
I developed my new character, a Tiefling fortune teller (Tziarra) to be fun to embody and a good performer for the circus and I do well in those situations. But I am struggling to make an impact in combat and I don't know where to make changes. This is the character as she was when I leveled up to 7: https://pathbuilder2e.com/launch.html?build=77833
Without a lot of PF2e experience, I'm not sure how to find more balance here. I would LOVE suggestions on any changes I can make. Not trying to be a tank, just want to occasionally be a hero in combat :'( Happy to provide any other info on the game that might help!
| Gortle |
| 3 people marked this as a favorite. |
Think about some different spells.
Try Fear (at level 3), Calm Emotions (at level 4), Phantasmal Killer. A few summons don't go astray, but a well thought out Illusionary Creature can distract a few enemies for a few rounds which is all you need to do to win an encounter. Hideous Laughter can work.
With that Charisma score you should have more ranks in Diplomacy for Bon Mot, or in Intimidation for Demoralise.
| Gisher |
...
I developed my new character, a Tiefling fortune teller (Tziarra) to be fun to embody and a good performer for the circus and I do well in those situations. But I am struggling to make an impact in combat and I don't know where to make changes. This is the character as she was when I leveled up to 7: https://pathbuilder2e.com/launch.html?build=77833
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| HumbleGamer |
Kinda a flavor character rather than a combat one.
I'd sacrifice one lesson ( probably protection ) to get lesson of life instead ( being able to give fast healing will definitely help your party members in terms of healing managemet ).
Either demoralize and bon mot are good feat given your high charisma, and since they requires a will save, even with the trained proficiency you might be pretty ok ( unless very intelligent creatures, of course ).
Maybe renouncing to magical shorthand could give you room for either bon mot or intimidating glare.
As for the spells, I'd keep some heightened version of soothe( I'd forgo vampiric touch, mind reading and clarvoyance ), meant to heal combatant classes and give them a very strong bonus against mental effects.
And keep in mind that whenever a telekinetic projectile crits, you are a hero!
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Another suggestion, I'd consider to forgo Fiendish lore through ancestral paragon and instead take Natural ambition to get Cackle.
By lvl 4 take the familiar master archetype, and by lvl 8 Familiar Mascot, which allows you to give master abilities to your party members. Kinda fun to have a mascot, and also would give something to every party member.
The dual wield combatant might benefit from the shield ( Cantrip Connection )
The alchemist ( or somebody with alchemist/herbalist/poisoner ) dedication might benefit from one extra batch of infused reagents ( Extra reagents )
The champion might get an extra lay on hand because of the Extra focus point provided by the familiar ( Familiar Focus ).
A character with an innate spell might use it one more time per day ( Innate surge ).
I really love the familiar master archetype.
| breithauptclan |
Sweet. A Witch to look at and improve on.
* I'm not sure if it is a glitch/feature of the Pathbuilder2 link or not, but it is only showing you as knowing those spells that you have on your active preparation list. You should know a lot more spells than that. Even if you don't spend any resources learning new ones.
* Spirit Object hex is somewhat redundant with Telekinetic Projectile. Though Telekinetic Projectile does do a bit more damage. Still, if you need to you can swap TP out for a different cantrip to improve your options. Though Occult list doesn't have that many damage cantrips.
* Mage Armor is already on the Occult spell list, so Lesson of Protection is only giving you the Blood Ward hex. While it is a decent protective spell, switching that out for Lesson of Elements will increase your ability to deal damage.
* Magical Shorthand is not actually required for a Witch. Buying a scroll with a spell you have access to is twice the cost of learning the spell through the skill action, but it doesn't have any risk of failure. I think you can even do it after failing to learn the spell through the downtime activity. So 1) get scroll. 2) try Learn a Spell. If it succeeds, then you still have the scroll. If you fail, 3) cast Prestidigitation on the scroll to add some flavor. 4) Feed scroll to familiar.
As others have mentioned, adding a CHA based skill attack like Demoralize or Bon Mot could be useful.
As for spell list:
* Put Mage Armor on a wand. No need to take up a spell slot with that.
* I think Vampiric Touch is fine - especially if combined with Spell Delivery on your familiar (one of the few times your familiar will be useful in combat).
* Phantom Pain is fantastic at dealing damage. It does full damage on a successful enemy save.
* Remember that you are a prepared spellcaster, so swapping out what spells you have ready for the day based on what you are doing is a huge benefit. Mind Reading and Clairvoiance are great when you are running around in town interacting with people. Heightening Spiritual Weapon to 3rd or 4th level instead is going to do you a lot better when it comes down to killing things.