A series of Unfortunate Choices (Character Review)


Advice


So been working on a character that I am calling a series of Unfortunate choices. I know that many of the choices I am making are not optimal, however they are things that I want. I KNOW that I am giving up spell levels for the build, I know that is drowning puppies bad, doing it anyways :) . So what I am looking for is help with getting the most out of a poor build.

Right now, I am planning on the following:
Tattooed Draconic, Sorcerer-1. Arcanist-9, Evangelist (Prestige)-10

I am debating (a little) on the evangelist. I am familiar with Blood Arcanist and have dismissed it, as the only way to get a couple mechanics I need (I call them character beats) are unavailable at level 1 or 2 with that archetype.

Obviously will take Bloodline development to allow the Sorcerer bloodline to grow.

------------------BACKSTORY------------------
Keldor was born in a slave pit of the Drow to a human mother. At birth he had what the Varisian's call a birth tattoo on the back of his neck, that developed as he aged into the shape of a small bird.

Survival was tough for the young thinblood, for the slaves did not trust him, and the slave masters were extremely rough with the half blood. However, his mother knew the tattoo meant something, what she had no idea. Her reputation among the slaves as a caring and wise woman protected her son some but did not create acceptance.

As he grew, he learned to listen to a little voice in the back of his head, a voice that would warn him of danger, tell him he was born for some other reason than to just be a slave. The voice also started to talk about how to channel the power growing in his veins.

Then one day, the slave masters killed his mother and the voice in the back of his head screamed RUN! Which he did. The next year was rough, as he started to climb out of the Darklands. Avoiding the various denizens, surviving on what he could. When he finally reached the surface, he was next to dead. However, a traveling band of Varisian's found him. He stayed with them for a few years, becoming a part of their band. Here, he learned more about the tattoo, for one thing it was a living being, (Familiar name). Eventually, he decided it was time to leave his adopted family, explore this upper world, and find his destiny.

--------------------Character--------------------------
Keldor
Male half-elf sorcerer (tattooed sorcerer) 1 (Pathfinder Campaign Setting: Inner Sea Magic)
CN Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2; +1 Charm & Compulsion, +2 vs. enchantments
Immune sleep
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee bladed scarf -1 (1d6-1) or
. . quarterstaff -1 (1d6-1)
Ranged light crossbow +2 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +2)
. . 3/day—dancing lights
. . 1/day—dancing lights, darkness, faerie fire
Sorcerer (Tattooed Sorcerer) Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—identify, true strike
. . 0 (at will)—detect poison, flare (DC 11), penumbra[UM], prestidigitation
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Elven Spirit[ARG], Varisian Tattoo[ISWG]
Traits BETRAYAL, VARISIAN TATTOO, dungeon dweller (any subterranean dungeon), - Magical Knack: Arcanist,
Skills Knowledge (arcana) +7, Knowledge (religion) +4, Linguistics +4, Perception +6, Spellcraft +7 (+9 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnome, Sakvroth, Undercommon, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline tattoos, drow heritage, elf blood, elven magic, familiar tattoo
Other Gear bladed scarf[ISWG], blunted bolts (10), crossbow bolts (10), light crossbow, quarterstaff, backpack, belt pouch, flint and steel, spell component pouch, trail rations, traveling spellbook[APG], waterproof bag[UE], waterskin
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Drow Heritage Count as a drow for pre-reqs.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
--------------------
Brass Dragon: Actually "solar" dragon, all game mechanics as Brass Dragon

TRAITS
BETRAYAL
Source Spymaster's Handbook pg. 6
You were reported to a dangerous authority such as the Gray Gardeners of Galt, the high inquisitors of Cheliax, or the Council of Mwanyisa of Mzali, and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again. You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.

VARISIAN TATTOO:
Source Varisia, Birthplace of Legends pg. 8
Requirement(s) Human—Varisian
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Source
Varisia, Birthplace of Legends pg. 8
Spymaster's Handbook pg. 6

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What deity are you considering for the Evangelist PRC?


I’m sorry I didn’t comment in your earlier thread (I’m assuming you’ve moved on from it), and I hope this question don’t derail what you’re trying to achieve here.

I understand that starting off as a Sorcerer is merely a means to an end—getting a familiar. I also understand that one of the Arcanist’s exploits can further your bloodline. What do you envision your character being like for those 9 levels of Arcanist, though?

In terms of spell selection at this early level, I’m curious why you went with something that will only see very limited use (Identify) instead of either increasing your utility with a weapon in which you’ve taken an interest (Grappling Scarf) or giving yourself some needed mobility in anticipation of melee combat (which I assume True Strike points toward).

I’m not questioning your thematic decisions per se; I’m just trying to understand how your concept works, and what you’re trying to achieve—what are the character beats you’re looking for.


Good questions Phoebus, and yes moving forward a bit

I envision more of a primary blaster with a secondary battlefield control aspect. There is also a very thematic thing going on of being a wild talent and maturing in abilities.

I am unfamilliar with Grappling Scarf and will definitely research. I was thinking both a bit of themeatic (the god is supposed to be Nethyse BTW). Both the early spells actually were a "IF I survive first level what will be helpful as is later, not gaining levels...However I pictured the True Stike being used with the crossbow more than bad bad bad melee

Unfortunately (and I have done the research) I will need to give up my first two exploits (or lv 3 feat and exploit) to gain both progression in bloodline and familiar... If I go evangelist, either level 3 or 5 feat will need to be deific...


I guess I’m a bit confused about the concerns you have re: the stuff you’ll have to lose and take.

You’re talking about losing spellcasting levels, but what is the point of the Evangelist’s Aligned Class ability if not to gain” all other class features of [your] aligned class as well as those of the evangelist prestige class,” to include spellcasting?

If you do get spellcasting via Aligned Class, you’re essentially losing two spellcasting levels. One is to Sorcerer, in exchange for a familiar and a bloodline, which you can develop, meaning your powers and bonus spells will be at your Arcanist level (maximum 18th). Another goes to Evangelist, in exchange for early access to Boons. Where the latter is concerned, because the prerequisites for Evangelist are so low, you could have the Boon normally gained at 16th level as early as 9th character level. Ordinarily, that would be a pretty damn good trade, but the second Boons that Nethys grants—be they Evangelist, Exalted, or Sentinel—are really lackluster for a blaster… and there aren’t many better RAW Deific Obedience options for a non-evil blaster (in fact, I think Sivanah is the ONLY other choice, and her Boons aren’t blaster-centric, either).


IMO you should take 1-2 level to represent that background with appropriate skill ranks. Usually it is regular rogue as the hard life of knocks is the training ground and useful to gypsies. Then you can go into sorcerer via varisian training.
If not then I'd escape the drow as a child to limit the story impact of that part.
The other part is to have the tattoo as a varisian familiar, eidolon, or trait holy symbol. The drow would have noticed spellcasting capability and used it.
Your race should say halfelf(drow).
Your languages will be undercommon, and either common or elvish.

I did something similar in PFS1 with a rogue2/wizard(transmuter)N who killed her master in cooperation with his imp familiar and ran off with his spellbook. The imp taught her the basics in exchange for her help in 'early' soul harvesting. Later she took Deskari's postion via a certain scenario. One of her tricks was to adventure via Shadow Projection with her ghost touch rapier and uninhibited ability to cast spells...


Phoebus Alexandros wrote:

I guess I’m a bit confused about the concerns you have re: the stuff you’ll have to lose and take.

You’re talking about losing spellcasting levels, but what is the point of the Evangelist’s Aligned Class ability if not to gain” all other class features of [your] aligned class as well as those of the evangelist prestige class,” to include spellcasting?

If you do get spellcasting via Aligned Class, you’re essentially losing two spellcasting levels. One is to Sorcerer, in exchange for a familiar and a bloodline, which you can develop, meaning your powers and bonus spells will be at your Arcanist level (maximum 18th). Another goes to Evangelist, in exchange for early access to Boons. Where the latter is concerned, because the prerequisites for Evangelist are so low, you could have the Boon normally gained at 16th level as early as 9th character level. Ordinarily, that would be a pretty damn good trade, but the second Boons that Nethys grants—be they Evangelist, Exalted, or Sentinel—are really lackluster for a blaster… and there aren’t many better RAW Deific Obedience options for a non-evil blaster (in fact, I think Sivanah is the ONLY other choice, and her Boons aren’t blaster-centric, either).

I guess part of it is the almost PANIC I have seen anytime losing a spell level has been mentioned in the past. I feel like it is unfortunate but not irredeemable. I think the exchange will be a good one long term but creates some short-term difficulties. Ironically, I feel (but have not tested) that the problems will be felt more keenly in the lower levels (especially the 5-7 levels) than anywhere else. At higher levels I feel there are more options for work arounds (be they exploits, lower-level spells, etc...).

One thing that draws me to the Arcanist so much is that it is a bit of a swiss army knife, lots of different tools, without my #1 annoyance of Wizard (not only determining WHAT you need, but how many times you WILL need it)


don't believe the bad PR about wizards, they're quite flexible. They do need a few open slots and 15 min or items to power that flexibility but it's not hard as magic items are their speciality.
They are late bloomers and start at 5th level when Third level spells kick in.


Azothath wrote:

don't believe the bad PR about wizards, they're quite flexible. They do need a few open slots and 15 min or items to power that flexibility but it's not hard as magic items are their speciality.

They are late bloomers and start at 5th level when Third level spells kick in.

I've played quite a few, the bit above about not knowing how MANY spells I would need, was always the part that I disliked.


Azothath wrote:

IMO you should take 1-2 level to represent that background with appropriate skill ranks. Usually it is regular rogue as the hard life of knocks is the training ground and useful to gypsies. Then you can go into sorcerer via varisian training.

If not then I'd escape the drow as a child to limit the story impact of that part.
The other part is to have the tattoo as a varisian familiar, eidolon, or trait holy symbol. The drow would have noticed spellcasting capability and used it.
Your race should say halfelf(drow).
Your languages will be undercommon, and either common or elvish.

I did something similar in PFS1 with a rogue2/wizard(transmuter)N who killed her master in cooperation with his imp familiar and ran off with his spellbook. The imp taught her the basics in exchange for her help in 'early' soul harvesting. Later she took Deskari's postion via a certain scenario. One of her tricks was to adventure via Shadow Projection with her ghost touch rapier and uninhibited ability to cast spells...

While the rogue angle is interesting, not oging to use it...however I might rearange skills to represent a little more roguish (Sleight of hands and stealth?)

Not sure if I follow your second part, IF I understand correctly, the idea is that the Drow would not be familiar with Varisian birth tattoo's (Something even the Varisians don't understand). His spellcasting would have been under the tutalage of his "Tattoo Familiar"

The race was put in by Hero Lab, and by RAW the language would still be Common and Elvish (But I think RAI would be undercommon), either way took a trait that makes it mute....


Jason Wedel wrote:
Azothath wrote:

don't believe the bad PR about wizards, they're quite flexible. They do need a few open slots and 15 min or items to power that flexibility but it's not hard as magic items are their speciality.

They are late bloomers and start at 5th level when Third level spells kick in.
I've played quite a few, the bit above about not knowing how MANY spells I would need, was always the part that I disliked.

that answer is obvious, "MORE"

*-<8^)


Azothath wrote:
Jason Wedel wrote:
Azothath wrote:

don't believe the bad PR about wizards, they're quite flexible. They do need a few open slots and 15 min or items to power that flexibility but it's not hard as magic items are their speciality.

They are late bloomers and start at 5th level when Third level spells kick in.
I've played quite a few, the bit above about not knowing how MANY spells I would need, was always the part that I disliked.

that answer is obvious, "MORE"

*-<8^)

LOL


Backgrounds are just some window dressing with 'no mechanical benefit' that you do to make yourself happy and satisfied.

Making it part of the character's growth, leveling, skill ranks etc is a commitment To that Story and let's say organic character growth. That investment makes it real in the game. How far does it go? That's really up to you as you don't want to hobble the build too much.
It is not required by Org Play or the generic game.
So you do it for yourself.
Turning it into an effective character is an Art.


Azothath wrote:

Backgrounds are just some window dressing with 'no mechanical benefit' that you do to make yourself happy and satisfied.

Making it part of the character's growth, leveling, skill ranks etc is a commitment To that Story and let's say organic character growth. That investment makes it real in the game. How far does it go? That's really up to you as you don't want to hobble the build too much.
It is not required by Org Play or the generic game.
So you do it for yourself.
Turning it into an effective character is an Art.

Well said, and I personally do make some distinctions between mechanics and story. Someone upstream recommended a couple levels of rogue, and I do not feel like making a rogue. It is truthful that some levels might make sense for backstory, but that would cut into the enjoyment of playing a (almost) full caster. However concedeing the idea of a few levels of Stealth and maybe sleight of hand makes sense...also as an aside, I do get 2 class skills with evangilist...


well, your story and setting said Rogue to me, it's just a suggestion based on what makes sense for that scene.
There's no need to do it.
I did give a concrete example with some 'easter eggs'.

The part about multiclassing full spellcasters I get and it is sensible advice for basic simple builds in the hands of simple to average players in games that go to 20th level. The majority of games fall apart before then. PFS only went to 12th then had options for more.

I said 'Art' as it is. It is subjective and you'll have critics. There's differences between what's on paper and how it works in the hands of someone with system mastery or great acting skills. Nobody has it all...


Azothath wrote:

well, your story and setting said Rogue to me, it's just a suggestion based on what makes sense for that scene.

There's no need to do it.
I did give a concrete example with some 'easter eggs'.

The part about multiclassing full spellcasters I get and it is sensible advice for basic simple builds in the hands of simple to average players in games that go to 20th level. The majority of games fall apart before then. PFS only went to 12th then had options for more.

I said 'Art' as it is. It is subjective and you'll have critics. There's differences between what's on paper and how it works in the hands of someone with system mastery or great acting skills. Nobody has it all...

Understood, I took no offence, and meant none.


I've reviewed your design and IMO in summary the Sorcerer and Arcanist don't work together as it is just more of the same from a multiclassing perspective and Evangelist just compounds the issue (leading to 2 effective level losses and pausing any levelling synergy between the two previous classes). Phoebus mentioned this above.
The rest are details and changeable with levelling and Retraining which allows for adjustment/corrections (so they get a pass).

details:

Half-Elf
could go Half-Drow {no impact}. Ancestral Arms (for Adaptability) isn’t bad with Str ≥12 or Dex ≥12 & Wpn Fnss for; cestus smpl(Sor & Arcnst has this already), tonfa lgt mrtl, wakizashi lgt extc, sht sword(gladius) lgt mrtl, elven curve blade 2hnd extc, and possibly but not likely fauchard 2hnd extc, bstrd sword 2hnd mrtl/1hnd extc as Wpn prof is overpriced in general. Elf Wpn Familiarity (for Adaptability) nets bows(better action economy), longsword, rapier (moving elven extc to mrtl isn’t any help){if only they had added shortsword proficiency!}.

Half-elf Sorcerer
1: +0, +0,0,2, Bldln Pwr, eschew matl, Known[uses/d]:0:4[N], 1:2[3], +1HP
2: +1, +0,0,3, -, Known[uses/d]:0:5[N], 1:2[4], +1HP
3: +1, +1,1,3, Bldln Pwr, Bldln Spl, Known[uses/d]:0:5[N], 1:3[5], +1HP
4: +2, +1,1,4, - , Known[uses/d]:0:6[N], 1:3+1[6], 2:1[3]
> Half-Elf Fv’d Cls Bonus: Sor: one First Lvl (3+Cha/d) Bldln Pwr +1/2 uses/day. {avg choice}
> (? add a spell as known (Lvl 4,6,8,10, …) ?) & option to change a spell.
> Paragon Surge:3T @ Lvl 6: +2 enhc Int, Dex (stacking issues) & feat. Add Emergency Atunement feat @7 for {spell}:A|T. Expanded Arcana feat @1+ → add 1 or 2 spells known {IMO questionable as a feat})
> 1) Bloodline Draconic-Esoteric{+ few psychic spls}(Astral or Etheric = BrthWpn@9 60ft line [B])|(Nightmare = BrthWpn@9 30ft cone [acid])|Draconic-Primal{blaster as +SplLvl/2 dice for energy type}(Brine = BrthWpn@9 60ft line [acid])|(Cloud = BrthWpn@9 30ft cone [elec]). Cls Skl: Percptn, Bldln Spls & feat options & claws & ERst, Bldln Arcana:+1/die dmg for energy type.
Traits: Magical Lineage(spell A), Wayang Spellhunter(spell B).
> OR 2) archetype Tattooed Sor (Bloodlines add arcana & spells etc; Draconic claws are not a big loss, Arcane[Sage] isn’t bad as all in for INT & skills, stacking for Famil/BO with Wiz{but why not just be a Wiz}, or Astral with no real loss). This involves a familiar, taking Imp Famil feat, various Var Tattoos(+1 CL for school & Sp(0@CL [3/d]). It’s great for a Wiz Conjurer.

Half-elf Arcanist
1: +0, +0,0,2, Arcn Rez, Arcn Explt, Consume Spls, Known[uses/d]:0:4[N], 1:2[2], +1HP
2: +1, +0,0,3, -, Known[uses/d]:0:5[N], 1:2[3], +1HP
3: +1, +1,1,3, Arcn Explt, Known[uses/d]:0:5[N], 1:3[4], +1HP
4: +2, +1,1,4, - , Known[uses/d]:0:6[N], 1:3[4], 2:1[2] {essentially fewer spell slots}
> Half-Elf Fv’d Cls Bonus: Arcnst: Enchantment +CL/3 for dur. {poor choice, same for Wiz}
> Consume Spls: good but “expend an available arcanist spell slot” means a spell slot and not just any old spell from an item.

Prestige Class Evangelist (all Prestige classes are questionable)
Req: Deific Obedience, BAB +5 or cast Third Lvl spells. PFS req’s 6th Lvl.
Aligned Class(Ex) is the Real feature here as it’s One Base Cls + Prestige Cls -1 (so just 1 level loss & multiclassing gets hit again).
While BAB goes to ¾, one good save moves to Rflx, and your class is tied to a deity which means your actions and castings are limited (not just a nebulous alignment bin and alignment infractions aren’t a joke anymore).

From an effectiveness perspective I'd think you'd be better off single classed going into Evangelist or picking up something to add to Sorcerer OR Arcanist such as; Monk, Rogue, Cleric/Oracle(leads into Evangelist), Fighter, Ninja, Brawler(Martial Flexibility), Warpriest.

I'd focus my ability scores a bit more towards higher overall bonuses (more MAD) and lower Con or move to a Focused array trying to build my main casting ability score.

If your happy with the *thunk* from Evangelist then keep the couple of extra first level spells and have fun.


Azothath wrote:
I've reviewed your design ...

Several things in Sorcerer will need tweaks in Arcanist so they combine.

Familiar - Arcnst Explt Familiar(Ex). You'll then need Imp'd Familiar later.

Bloodline - it will take GM approval for Arcnst Explt Bloodline Development to combine. Tattood Sorcerer is an archetype which modifies the Bloodline and the exploit only works for non-archetype modified bloodlines. By RAW it is re-entry into a another/similar bloodline (Esoteric has two highly similar). It will take a GM to fix that for the First Lvl ability. The main thing here is the extra damage and such apply only to the sorcerer spells.

Magical Knack(arcanist) will cover up to 2 levels for duration etc.


Azothath wrote:
Azothath wrote:
I've reviewed your design ...

Several things in Sorcerer will need tweaks in Arcanist so they combine.

Familiar - Arcnst Explt Familiar(Ex). You'll then need Imp'd Familiar later.

Bloodline - it will take GM approval for Arcnst Explt Bloodline Development to combine. Tattood Sorcerer is an archetype which modifies the Bloodline and the exploit only works for non-archetype modified bloodlines. By RAW it is re-entry into a another/similar bloodline (Esoteric has two highly similar). It will take a GM to fix that for the First Lvl ability. The main thing here is the extra damage and such apply only to the sorcerer spells.

Magical Knack(arcanist) will cover up to 2 levels for duration etc.

Okay, possibly wrong about this, but it modifies PARTS of the bloodline, so my understanding is that those parts get dropped entirely (as the new parts are NOT bloodline, but the original parts are gone for the trade).

As for the modified bloodlines: no, the last sentence of the Bloodline Development exploit reads "If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline." Key word is instead, everything above about the exploit is replaced by what is after the instead...

However, the FAQ is very clear that the Arcanaworks with all spellcasting.

Quote:


Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?
The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.

General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)

The familiar is not from Bloodline development nor is it part of the bloodline, so for it to grow I would need to take a second Exploit (Familiar), at which point the bit about arcanist levels add comes into play. So it is costing me 2 exploits + capstone, plus a few of the draconic abilities. Definatly considering changing to a bloodline familiar instead of a tattooed sorcerer (less loss) but really love the idea of the birthmark coming alive...


The Arcanist Exploit Bloodline Development forbids choosing a modified bloodline(which your PC has). Then says it stacks with existing bloodlines. The opening text creates an issue and while I agree that what's left should stack, it's not directly addressed and left to your GM. So a bit of Devil's Advocate there(which is the style of the post).

CRB FAQ on Bloodline Arcana. The last part clears the +1/die[{energy type}] for Arcanist and thus Evangelist (retract that objection). [Fire] is common and also the most likely to be resisted. [acid] would be a more strategic & thematic choice but the number of spells with that descriptor are limited {0:acid splash, 1:corrosive touch, 2:acid arrow, elemental touch, 3:...}. Admixture and similar feats are the option around that. [cold]{snowball}, [elec]{shocking grasp} & [sonic]{ear-piercing scream} are strategic but getting that energy type can be the issue.

Gaining more Bloodline Tattoo(Ex)s won't happen as Tattooed Sorcerer does not increase (sad face as it's nice).

Arcanist taking the exploit Familiar lets the familiar abilities grow with Arcanist and later Evangelist. It's just another feat needed for this build. A familiar invariably requires Improved Familiar feat to keep pace with leveling and CR advancement.

Having the birthmark as the arcane mark of a summoner's eidolon is thematic but a problematic path. Normally (as a GM) I see it as the Birthmark trait (divine casting saves material component costs).

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