
JuliusCromwell |
Advice needed from My Party Buffing Brown Fur Transmute
Level 12 playing as a Human
20 point buy. How should I Spread out my stats
What feats should I take? I Know extend spell would be good I think
But what Else?
Any Arcana worth noting for such a build ?
Any other General advice I should be aware of?
FYI
Party is an Alcemist (Bomb user) Orcale (Melee Focused) and path of war Medic

Azothath |
PF1 Class Guides on ZG
Items that can save you thread
interesting party mix.
classically you're short an arcane caster and skill monkey. The oracle or medic could probably cover the social skills.

JuliusCromwell |
It sounds like you have a good idea of it. Are you planning to play this more as a caster/buffer, or were you wanting to be more hands on. If you want to be more hands on, then there are some hoops you may want to jump through
Caster / Buffer mostly .
I mean if I have to defend my self I'd like to as well lol

Melkiador |

Melkiador wrote:It sounds like you have a good idea of it. Are you planning to play this more as a caster/buffer, or were you wanting to be more hands on. If you want to be more hands on, then there are some hoops you may want to jump throughCaster / Buffer mostly .
In that case, it will largely be the same as a regular arcanist. You may want to hunt out some good polymorph spells for your allies. Fey form is pretty good for just giving bonuses without taking away any equipment bonuses or class abilities. Consider if you want to give your whole party overland flight.
I mean if I have to defend my self I'd like to as well lol
There are a few ways to go about being more combat oriented. The Evangelist prestige class will make you more capable as a fighter, while only costing you 1 level of class abilities. Alternatively, you might consider combining brown fur with the spell specialist archetype, so you can qualify for dragon disciple. The spell levels lost to dragon disciple can be regained with prestigious spell caster.
If you just want to be able to survive longer, spells like false life and stoneskin can be a big help.

Melkiador |

You're starting at level 12, so the low level spells shouldn't matter too much, since most of those won't stack with the higher level spells. The personal spells you will want to apply to others are mostly the polymorph spells, and like I said earlier, the fey form spells are the least problematic for your teammates at your current level. And again, giving overland fight to your entire party is more than a little tempting.
I'm not aware of any big choices that aren't fairly obvious. Your boosted Bull's Strength, Cat's Grace, etc may still be relevant at your current level, depending on your equipment chosen

Melkiador |

The issue may be with the smaller party size. How often will the bard buffs apply to the actions of that round? The arcanist is also a great support because of its versatility. With the quick study exploit you can almost always have the right spell for the situation. You also have the versatility to just focus on spell damage when that’s needed.

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Advice needed from My Party Buffing Brown Fur Transmute
Level 12 playing as a Human
20 point buy. How should I Spread out my stats
Personal preference and advice:
DEX 10
CON 14
INT 15 (+2 human, +3 levels for a total of 20)
WIS 10
CHA 16
Explanation:
-I'm definitely a fan of having a decent Charisma. Lots of arcana key off it. The biggest reason is to use Consume Spells more often. Brown-fur transmuters burn through arcane reservoir points even faster than others. A CHA of 16 with a Pink and Green Sphere Ioun Stone (+2) lets you consume four times a day.
-Lots of people will disagree with not maxing Int. At level 12, the biggest base INT you could have is +6 (22 or 23) which requires a minimum of 5 more in your point-buy. So you lose 1 to your spells DC. But since you are focused on buffing, what you are really losing is bonus spell slots. I'd rather spend those points elsewhere.
-I don't like dumping wisdom. You can make up the strength dump with spells like ant haul.
What feats should I take? I Know extend spell would be good I think
But what Else?
Quicken Spell. Round One quickened enlarge person and monstrous physique IV on the melee oracle could be devastating.
Maybe Improved Initiative. It's never a bad choice, though my suggested stats don't prioritize getting a super-high initiative bonus.
Any Arcana worth noting for such a build ?
Spell Tinkerer is good. If you extend a 10 min/level buff, it will last 240 minutes. Then Tinker it to make it 360 minutes. 6 hours.
If you are going to polymorph yourself a lot, Lepidstadt Shifter is a must.
Dimensional Slide, Metamagic Knowledge, Potent Magic, and Quick Study are great for any arcanist, as is the Greater Metamagic Knowledge Advanced Exploit.
You could use Arcane Discovery to pick up the wizard discovery Faith Magic. I haven't really investigated this but if there are any good transmutations that are divine-only (and a domain spell), that would be pretty awesome.
Depending on your campaign, Consume Magic Items can be good. It's great in PFS where you can't keep the magic items anyway. Alter Enhancements is an amazing Advanced Exploit ("oh, it's an orc? Your oracle's human-bane weapon is now orc-bane") but it requires the Arcane Weapon exploit, which isn't great if you are focusing on buffing.
Any other General advice I should be aware of?
Some good spells for you to cast on others: fey form, monstrous physique, and undead anatomy. They all give a whole bunch of abilities and, unlike beast shape or plant shape, you get to keep using your weapons and armor. Find the shape with the abilities you like best. Bear in mind you'll be using two arcane reservoir points every time (to cast on someone else and to give a bigger stat bonus).

BigNorseWolf |

polymorphamory Some fun things to turn others into.
At Origins we did the high level table on hard mode and.. well go cheesey or go home.. I turned the paladin into a tikbalang. It took three of us to do the math but smitecharge pounce was horrifically brutal at that level.

zza ni |

Melkiador wrote:It sounds like you have a good idea of it. Are you planning to play this more as a caster/buffer, or were you wanting to be more hands on. If you want to be more hands on, then there are some hoops you may want to jump throughCaster / Buffer mostly .
I mean if I have to defend my self I'd like to as well lol
if you'd like to increase your survival rate. you might want to try:
1.taking the familiar exploit. (you talked about arcana, but your an arcanist who get exploits, right? not a magus who get arcana?).
a good familiar can be any of them who grant +4 initiative. that's like getting 2 feats and a magical intelligent pet in one exploit (alertness and improved initiative. also remember that alertness give +4 to the skills if you have 10+ ranks in them, skill ranks which your new familiar share and get to roll as well)
2. do not take an improved familiar rather take the protector archtype for your familiar. (you can not make a protector improved familiar. both trade 'speak with others of it's kind').
3. pick the feats racial heritage(dhapir) and Vampiric companion (must be non-good).
at your level your protector familiar would have as much hp as you and any damage taken by ether of you can be split among the two of you and it has fast healing 5...
it gives up it's improved evasion so be sure to ward against aoe - specifically if you fight dragons (resist energy etc).
this basically almost double your hp total (except vs aoe) and 'grant' you semi-fast healing 5 up to half your doubled hp total.
(i like using this along of shaman of stone spirit to grant it 5/adamantine as well. the shaman also get this dr eventually)

Derklord |

Would i be better off going Flagbeaer with Arcane duelist Bard.?
Not sure the exact buffs off the top of my head but just wondering if those buffs could be worth it.
Depends on the Oracle. In order for Brown Fur Transmuter's signature ability to be good, you need one or more melee who can make use of natural attacks. If that describes your Oracle, BFT is pretty good, much better than a Bard. But if they're for example a Desna's Shooting Star build, the value of polymorph spells drops significantly.
With but a single real martial, the Bard would not be great in either case, though.If I go strait Brown fur transmuter could you recommend me a couple good transmutation spell at each spell level to take.
Monstrous Physique is the line of spells you're mainly looking at, with Deathsnatcher as the creature of choice. MP2 into Deathsnatcher grants flight, pounce, and six primary natural attacks, all while keeping armor, equipment, and the ability to cast spells. You don't really need anything beyond MP2, as MP3 grants a poison (to one attack) that while strong on its own is usually redundant, and MP4 merely adds resist 20 cold and fire.
Round One quickened enlarge person and monstrous physique IV on the melee oracle could be devastating.
"other spells that change your size have no effect on you while you are under the effects of a polymorph spell" CRB pg. 212
If you are going to polymorph yourself a lot, Lepidstadt Shifter is a must.
If an Arcanist casts a polymorph spell that prevents them from casting spells, something went very wrong.
Maybe Improved Initiative. It's never a bad choice, though my suggested stats don't prioritize getting a super-high initiative bonus.
Now this is "a must", as you want to go before the Oracle.

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Belafon wrote:Round One quickened enlarge person and monstrous physique IV on the melee oracle could be devastating."other spells that change your size have no effect on you while you are under the effects of a polymorph spell" CRB pg. 212
You are 100% correct, and I have pointed it out to other people many times. No idea what I was thinking (other than getting interrupted about 6 times while writing the post).
Belafon wrote:If you are going to polymorph yourself a lot, Lepidstadt Shifter is a must.If an Arcanist casts a polymorph spell that prevents them from casting spells, something went very wrong.
That's completely a matter of playstyle. If you are planning to polymorph yourself into something that needs Lepistadt Shifter, you take Lepistadt Shifter. Otherwise, you don't need it.

Derklord |

That's completely a matter of playstyle. If you are planning to polymorph yourself into something that needs Lepistadt Shifter, you take Lepistadt Shifter. Otherwise, you don't need it.
Yes, if you want to polymorph yourself into some crappy form where you only get half of what other forms grant becasue all the classes and archetypes that have that as the only or the ebst option aren't enough for you, then you need the exploit. Or if you play with a GM who's a dick. That's not at all what you said, though.
There is no mechanical reason to ever turn into something that needs it.

Azothath |
you have class/build options
a straight up diviner, evoker, or conjurer.
Mage-killer build offers some defensive melee options.
both offer better spellcasting and benefit the alchemist who can copy your spells and you can split the wizard tax.
You also avoid the troubles of BFT. Access to various creaturs to assume can be (should be) regulated by the GM. It's the old 'you never met a Charda so you can't be one'.

Melkiador |

There are some spells that are just particularly handy. Assuming you are around level 12, here are some I keep around.
1st- feather fall, heightened awareness, vanish
2nd- false life, heroism, glitter dust, invisibility
3rd- Dispel Magic, Haste, Magic Circle against evil, (fly, but this is likely redundant to the brown fur)
4th- controlled fireball, stoneskin
5th- overland flight, teleport
6th- chains of light

Melkiador |

Mage armor for not dying
If you were leveling to 12, then you'd likely still be using mage armor. But if you are starting at level 12 with the appropriate wealth by level, then you have probably transitioned to bracers of armor.
The brown fur complicates this slightly, since the mage armor spell works no matter what form you take, where you lose the benefit from the bracers for some polymorphs, since they are equipment that offer an armor bonus. But for a regular arcanist starting at level 12, you'd most likely be wearing the bracers.

Dragonchess Player |

Personally, I'd consider trapper ranger 1/brown-fur transmuter arcanist to cover the locks and traps as well as arcane spells; it does delay spell progression, however. If you want to switch-hit in melee instead of using Share Transmutation to polymorph party members into various forms, then trapper ranger 1/brown-fur transmuter arcanist 6/eldritch knight 5 might be worth looking at; also, changeling instead of human for the claws and the Rending Claws feat (take as an eldritch knight bonus feat).
For feats, Extend Spell and Quicken Spell are high-value choices; also the Multimorph arcane discovery when you qualify.
For exploits, Dimensional Slide, Metamixing, Quick Study, and School Understanding (Transmutation/Shapechange) are probably worth a look.
In addition to the various polymorph spells, permanency is probably a good pickup along with see invisibility (to give the character see invisibility as a permanent spell effect for 5,000 gp). If the character will be switch-hitting, twilight knife and wreath of blades might be useful. Mage armor is still probably useful, even with a +3 (or better) haramaki, when shifting to other forms or against incorporeal foes.

Dragonchess Player |

You could use Arcane Discovery to pick up the wizard discovery Faith Magic. I haven't really investigated this but if there are any good transmutations that are divine-only (and a domain spell), that would be pretty awesome.
Righteous might is a 5th level domain spell for Plant/Growth. Unfortunately, an arcanist would need to be able to cast 7th level spells before using Faith Magic to be able to cast it.

Neriathale |

Any non Tranumations i should consider
I like to have a bit of utility if just a lil.
Take the quick study exploit if you possibly can and fill a couple of spellbooks with everything that looks fun or interesting. You aren’t going to use all of those spells but for a few hundred gold you can ensure that you will have it when you need it.
Personally I love the pit spells and battlefield control in general such as stinking cloud, solid fog, black tentacles various walls, but that’s a whole different build.
For generic useful stuff, that hasn’t already been mentioned, resist energy, greater invisibility, comprehend languages, daylight, remove curse, infernal healing (for countering bleed damage) and if your ref lets you take it, Ears of the City are on my Arcanist’s list.

Derklord |

Personally, I'd consider trapper ranger 1/brown-fur transmuter arcanist to cover the locks and traps as well as arcane spells; it does delay spell progression, however.
With Aram Zey's Focus on your spell list?

Dragonchess Player |

Dragonchess Player wrote:Personally, I'd consider trapper ranger 1/brown-fur transmuter arcanist to cover the locks and traps as well as arcane spells; it does delay spell progression, however.With Aram Zey's Focus on your spell list?
So, instead you recommend locking in one out of five prepared 2nd level spells and using a spell slot every time the character wants to fill in for a rogue.
Or investing 4,600 gp for a wand. For every 50 times the character acts to disarm a trap.

Melkiador |

Derklord wrote:Dragonchess Player wrote:Personally, I'd consider trapper ranger 1/brown-fur transmuter arcanist to cover the locks and traps as well as arcane spells; it does delay spell progression, however.With Aram Zey's Focus on your spell list?So, instead you recommend locking in one out of five prepared 2nd level spells and using a spell slot every time the character wants to fill in for a rogue.
Or investing 4,600 gp for a wand. For every 50 times the character acts to disarm a trap.
The quick study exploit is one of the first exploits you should grab.

Derklord |

So, instead you recommend locking in one out of five prepared 2nd level spells and using a spell slot every time the character wants to fill in for a rogue.
No, but I recommend locking in one out of five prepared 2nd level spells that you don't need for much else at that level*, and using a spell slot that you have six of for a day, every time you encounter a magic trap that you cannot bypass or disarm in another way (e.g. by triggering it with a summon).
This doesn't work if you're in the Trappy Dungeon of Magic Traps™, but in ordinary Pathfinder, it's sufficient.
This isn't 3.5, the game doesn't expect you to have a Rogue in your party.
*) You do realize we're talking about a 12th level character, right? Or was your comment just not on topic?

Dragonchess Player |

Dragonchess Player wrote:So, instead you recommend locking in one out of five prepared 2nd level spells and using a spell slot every time the character wants to fill in for a rogue.No, but I recommend locking in one out of five prepared 2nd level spells that you don't need for much else at that level*, and using a spell slot that you have six of for a day, every time you encounter a magic trap that you cannot bypass or disarm in another way (e.g. by triggering it with a summon).
This doesn't work if you're in the Trappy Dungeon of Magic Traps™, but in ordinary Pathfinder, it's sufficient.
This isn't 3.5, the game doesn't expect you to have a Rogue in your party.
*) You do realize we're talking about a 12th level character, right? Or was your comment just not on topic?
Yes, I realize this is a 12th level character.
Each casting of Aram Zey's focus is one less casting of alter self (it is a brown-fur transmuter, right?), anticipate thoughts (if wanting to be more capable as a combatant), bullet shield (10 min/level deflection bonus of +6 AC at CL 10-12 "against firearm and ranged attacks" [emphasis mine]), false life, mirror image, pilfering hand (speaking of filling in for a rogue; Disable Device from 30+ ft away), resist energy, or web. Just to name a few 2nd-level spells that are likely to be at least as useful as a 1 min/level (or less) gain of the Trapfinding class feature per casting.

Derklord |

Each casting of Aram Zey's focus is one less casting of alter self (it is a brown-fur transmuter, right?), anticipate thoughts (if wanting to be more capable as a combatant), bullet shield (10 min/level deflection bonus of +6 AC at CL 10-12 "against firearm and ranged attacks" [emphasis mine]), false life, mirror image, pilfering hand (speaking of filling in for a rogue; Disable Device from 30+ ft away), resist energy, or web. Just to name a few 2nd-level spells that are likely to be at least as useful as a 1 min/level (or less) gain of the Trapfinding class feature per casting.
And having lost a level of spell progression because of the dip means one fewer 5th level spell, and three fewer 6th level spells (as your character gets none of those).

Dragonchess Player |

Dragonchess Player wrote:Each casting of Aram Zey's focus is one less casting of alter self (it is a brown-fur transmuter, right?), anticipate thoughts (if wanting to be more capable as a combatant), bullet shield (10 min/level deflection bonus of +6 AC at CL 10-12 "against firearm and ranged attacks" [emphasis mine]), false life, mirror image, pilfering hand (speaking of filling in for a rogue; Disable Device from 30+ ft away), resist energy, or web. Just to name a few 2nd-level spells that are likely to be at least as useful as a 1 min/level (or less) gain of the Trapfinding class feature per casting.And having lost a level of spell progression because of the dip means one fewer 5th level spell, and three fewer 6th level spells (as your character gets none of those).
Which I already noted in my original post:
I'd consider trapper ranger 1/brown-fur transmuter arcanist to cover the locks and traps as well as arcane spells; it does delay spell progression, however.
Shifting to a different topic than what my response was about already, I see.
No, but I recommend locking in one out of five prepared 2nd level spells that you don't need for much else at that level*, and using a spell slot that you have six of for a day, every time you encounter a magic trap that you cannot bypass or disarm in another way (e.g. by triggering it with a summon).
(emphasis mine)
I'm still ignoring the condescending ad hominem ("You do realize..."), but moving the goalposts is just as bad.

Dragonchess Player |

Since you seem to have missed the context of the first paragraph of my original post, let me lay it out for you. The one level of trapper ranger is to provide the Trapfinding class feature, as well as being related to the option of a more combat-capable brown-fur transmuter mentioned (ranger 1/arcanist 6/eldritch knight 5); this ties back to the OP's desire to possibly be effective in melee.
I mean if I have to defend my self I'd like to as well lol
As far as your opinion that magical traps are not commonly encountered, looking at the "level appropriate" (CR 10-14*) example traps in the Core Rulebook reveals that the system baseline expectation appears to be that magical traps (4 of 7) are more likely to be encountered than mechanical traps (3 of 7) at APL 12.
If avoiding multiclassing is a primary consideration, my recommendation is to take the Trap Finder trait. Avoid the entire rigamorole of needing to either select Aram Zey's focus as one of the (limited) automatic spells/pay to copy it into the spellbook and prepare/use spell slots or invest in consumable magic items for a short-term benefit. Before you start yammering about using a campaign trait, being an Osirionologist (for access to Trap Finder from People of the Sands) is not more difficult to justify than being affiliated with the Pathfinder Society (Aram Zey's focus is from the Pathfinder Society Field Guide).
To "optimize" the detection and disabling of traps, I would recommend one of two routes:
1) Human with Focused Study, using the bonus Skill Focus feats in Disable Device and Perception; with 10+ skill ranks in both skills, that's a +7 (counting the +1 from Trap Finder) on Disable Device checks and +6 on all Perception checks (not just related to traps) vs. a +3 with Aram Zey's focus at CL 12.
2) Dwarf with Stonecunning; the +2 on Perception checks to notice unusual stonework explicitly includes traps, as does receiving a check to notice when passing within 10 feet without needing to be actively looking (effectively the Trap Spotter rogue talent in most dungeon environments).
*- which are dependent on the desired difficulty, encounter budget, scenario theme, whether the trap is stand-alone or encountered with creatures and/or hazards, etc.

zza ni |

campaign traits re more powerful then normal traits most of the time (see Finding Haleen for example) and are meant to give a reason for the character to be in the adventure and willing to join the party. trap finder that you link has this to point it out "..The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test..." - if you took this feat why are you not in Wati's tomb right now?
this is why if you do not want to multiclass and still not aggravate your gm you should get an obedience FEAT that grant trap-finding and not a campaign trait.