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ijusthaventearnit replied to your post: ijusthaventearnit replied to your post: so how do…

which is why i want quick draw (to pull my weapon out as a free action), rapid reload to arm my xbow (as a free action) and then use my explosive missile to fire it off. make bomb = standard / shoot = standard. is that not right?

Ah, well in that case, you’d Quick Draw the weapon which would be a free action, then just use Explosive Missile as the standard action. Next turn, your Rapid Reload would allow you to fire multiple bolts or throw a bomb or use Explosive Missile again or whath-have-you.

Actually, you wouldn’t even need Quick Draw, since drawing a weapon is a move action by default, so you could draw and Explosive Missile all in one turn anyways. That would mean you couldn’t move, but once a character gets BAB +1, they can draw a weapon as part of a movement as a free action anyways. Quick Draw is mainly there for character that want to do throwing, for prerequistes for a few things, and for rule of cool (quick drawing pistols or quick drawing a katana like an iaido character).

EDIT
Shooting is a standard action and throwing a bomb is a standard action, that’s correct. Explosive Missile is an ability unto itself and it doesn’t require a bomb to be made and ready. Its whole ability is contained in a single action.

ijusthaventearnit replied to your post: so how do i utilize explosive missile if i cant get it off in a the same round?

all i want to do is shot once, but i dont want to lose a round from making and shooting

Well, it’s a single attack, like all single attacks, just take the one standard action. You don’t need to prime the shot on turn one, fire on turn two, it’s done in a single action in a single turn.

so how do i utilize explosive missile if i cant get it off in a the same round?

Well, Explosive Missile all happens as a single standard action. It explicitly states the Alchemist imbues the ammo, loads it, and fires it as all part of one action.

It’s just that you can’t do more than that one attack because of its action type.

So, no Explosive Missile, shot, shot, Rapid Shot, type of thing in one turn.

ijusthaventearnit replied to your photo: You’re welcome! Swift Alchemy (and later Instant…

balls.

lawl, yep.

It happens like that sometimes with the Alchemist’s rules. A lot of people hate the way bombs and/or extracts work.

You’re welcome!

Swift Alchemy (and later Instant Alchemy) only applies to creating alchemical items like acid, alchemist’s fire, etc.  As well as the poison application ability.  Bombs, extracts, and mutagens are unique and independent of those things created through Craft (Alchemy).

If you have any other questions, feel free to ask!

You’re welcome!

Swift Alchemy (and later Instant Alchemy) only applies to creating alchemical items like acid, alchemist’s fire, etc. As well as the poison application ability. Bombs, extracts, and mutagens are unique and independent of those things created through Craft (Alchemy).

If you have any other questions, feel free to ask!

james, i got a predicament with my alchemist. in order to accomplish what i want, which is to create a bomb, infuse it to my crossbow bolt and fire it, but if i dont get it all off in 1 round i lose potency of my bombs. so i've elected to take a level of fighter when i reach 5, level 4 discovery of explosive missile, and at 5 i'll take quick draw and rapid reload. i'm getting grief from the other players for diluting my alchy. whatchu think man?

If I understand what the question is (and forgive me if I’m misinterperating things) it sounds like you want to use Explosive Missile with the Rapid Reload/Quick Draw abilities.

The short answer is, you can’t. Sorry. But don’t dismay! There’s a lot the Alchemist can do otherwise.

The long answer requires a bit of explaining, which I’m going to do for the benefit of readers, who may not know what’s going on here (I’m sure you do, but many don’t, plus I like flexing my design/rules muscles):

Alchemist Bombs: As a Standard Action, the Alchemist draws, combines, and throws a bomb. He’s obviously not going to keep active explosive chemicals strapped to his body, so he has to properly mix them before they can be a bomb. This is why bombs require a Standard Action to throw just one. At Alchemist level 8, he can take the Fast Bombs Discovery, which lets him throw a number of bombs equal to his number of attacks as a Full-Round Action.

Quick Draw: There are several things about this feat that many people miss. It only applies to weapons, not potions, scrolls, wands, or abilities like extracts or bombs. An Alchemist with Quick Draw is still limited to the bomb ability’s restrictions. There is a reason for an Alchemist to take this feat though (see below).

Rapid Reload: This feat lets a character with a firearm or crossbow reload those weapons faster and can eventually get them to a speed of loading fast enough to use those weapons with a Full-Round Action. Rapid Reload can’t be used in conjunction with Explosive Missile.

Explosive Missile: Now, this ability lets the Alchemist infuse his bomb’s damage to a single piece of ammo and fire it, all as a Standard Action. Because it’s its own ability, Quick Draw and Fast Bombs don’t apply. Also, Fast Bombs doesn’t apply to this ability. Like Vital Strike, and other abilities of a similar set-up, it exists on its own and can’t be used in conjunction with some of the other abilities.

Now, as an Alchemist, what does this all mean? It means a couple things. The first is that their bombs are a special ability, exempt from the rules related to mundane weapons, but they have their own special features that make them great. They’re eventually an insane source of damage and can create control circumstances.

The second is that using a regular ranged weapon as an Alchemist should be used alongside bombs, but it can’t be used in same turn as bombs. They’re a great fallback and alternative to bombs, since bombs can run out (and I don’t know any GM that takes keeping track of ammo seriously).

Third is that Quick Draw in relation to bombs is useless. However, Quick Draw has its uses. Since Alchemists have Throw Anything, they can literally throw anything in their pockets at an enemy. Normally, you can only throw mundane items once-per-turn, but with this feat, you can throw multiple things as a Full-Round Action. So, with Throw Anything and Quick Draw, you can literally throw tons of stuff at the enemy. Part of being an Alchemist is being a one-stop-shop for all things item, with Throw Anything, you’re also the one-stop-shop for throwing random drops from monsters/dungeons at anything. Got a bunch of daggers, longswords, maces, clubs, halfling slings, coins, and/or crystalized dog poop the axe-based Fighter can’t use? Well, Throw Anything allows you to throw them all!

So, to sum up, most of the things in your question work on their own, but can’t really be combined. I’d pick either Rapid Reload or Quick Draw, depending on the style of Alchemist, throwing lots of random things or shooting lots of things.

I’d say that you should probably not dip into Fighter. The only time I’d consider doing that as an Alchemist is to get heavy armor for a Two-Weapon Fighter melee/ranged Alchemist. That is, an Alchemist that’s using something like two kukris in melee while using bombs at range, as Alchemist abilities are not affected by armor at all. Otherwise, you slow down the power of your bombs, the number of extracts you can have, and in the long run you lose your Grand Discovery.

I hope this helped and was informative!

If you’re an RPer, reblog this. :D

I got an Alchemist, a Magus, and a Gunslinger right now.

(Source: axelflames)

POST 3000!!!!!!!!!!!

Pathfinder Characters 5 - Brainy Brawlers or Brawling Brainers

Today’s character is based around some of the feats from Ultimate Combat, specifically Monastic Legacy and the Kirin Style feat chain.  She’s designed around being a smarty-pants character who fights, or a fighting character who happens to be a smarty-pants.

The Feats
The details for the feats are as follows:Monastic Legacy: You add half of your other classes’ levels as Monk levels to determine your Unarmed Strike damage.  It requires Still Mind (3rd level Monk feature) so for a 3 level Monk investment, you can hit as a 13th level Monk eventually.  Combine this with the Monk’s Robes Wondrous Item and you hit for an 18th level Monk.  Pretty swag…which is something I’m never going to save again.

Kirin Style: Kirin Style lets you identify a single creature when you enter the style (for this it’s a DC 15 + CR) and if successful gives you a +2 bonus to Saving Throws against the creature and a +2 bonus to the creature’s AoO.  You have to be in the style to use the following two feats.

Kirin Strike: You gain a +2 insight bonus on Knowledge checks made to identify creatures, which helps with getting the style to work.  Additionally, as a Swift Action after you’ve hit the creature you’re using Kirin Style with, you can deal damage equal to twice your Intelligence modifier.  Since it’s a Swift Action, I’d say you add it to the attack you’re currently doing.  However, whether or not it’s multiplied on a crit is a gray area (to me at least).

Kirin Path: You can take 10 to make Knowledge checks to identify creatures, which is awesome for this.  Plus whenever any creature you’ve identified with Kirin Style moves into your threatened area, you can expend an AoO to move 5 feet per point of your Intelligence modifier.  This movement does not provoke, which is awesome, though you still need to end up in a space that the creature threatens.  Basically, this lets you set up flanking on the creature for free, amongst other little bonuses, like getting away from the creature’s mouth.

The Build
Now that the essential feats are covered, I’m going to point out the class structure for this character.  Since identifying creatures is a requirement to making her work, she’ll need as many Knowledges as she can get, and have them as high as possible.  Enter the Mindchemist Archetype from Ultimate Magic.  Its 2nd level ability, Perfect Recall, lets you use double your Intelligence modifier for all Knowledges.  Perfect setup for the Kirin Style, as with a single point in the knowledge, 20 Intelligence, and the possibility of the Knowledge being a class skill she ends up with anywhere from 11-14 in the Knowledge as a base.  Makes it a lot easier to make the tougher check for the style.

So, I’m going to go with the following classes:
Elf - Monk (Monk of the Sacred Mountain) 3/Alchemist (Mindchemist) 2/Magus 15

Though, the character’s write-up will be 13th level, since that’s when the last Kirin feat is available.

Ability Scores
20-Point BuyStr: 20 (+5), Dex: 12 (+1), Con: 12 (+1), Int: 24 (+7), Wis: 12 (+1), Cha: 7 (-2)
(She gets +4 to Strength and Intelligence from a belt and headband respectively.)

HP: 102, Initiative: +7, Speed: 40 ft.

AC: 26 = 10 + 10 Armor + 1 Dex + 1 Natural + 3 Deflect + 1 MiscTouch: 15, Flat-Footed: 25Fort: 12 = 8 + 1 + 3, Reflex: 10 = 6 + 1 + 3, Will: 12 = 8 + 1 + 3BAB: +9/+4, CMB: 15 = 9 + 5 + 1 (Maneuver Training), CMD: 23 = 9 + 3 + 1 + 10

Features
Low-Light Vision, Elven Immunities, Elven Magic, Keen Senses, Weapon Familiarity, Bonus Feats (2 Monk, 1 Magus), Flurry of Blows, Stunning Fist, Unarmed Strike, Fast Movement, Iron Monk, Maneuver Training, Still Mind, Cognatogen/Mutagen (20 minutes), Perfect Recall, Alchemy, Bomb 1d6, Brew Potion, Throw Anything, Discovery, Poison Res +2, Arcane Pool (11 points), Cantrips, Spell Combat, Spellstrike, Magus Arcana (2), Spell Recall, Knowledge Pool, Medium Armor, Improved Spell Combat

Feats1: Improved Initiative, 1 Bonus: Dodge, 2 Bonus: Deflect Arrows, 3: Monastic Legacy, 5: Lunge, 7: Kirin Style, 9: Kirin Strike, 10 Bonus: Combat Casting, 13: Kirin PathFreebies: Stunning Fist, Brew Potion, Throw Anything, Toughness

Discovery/Arcana/TraitsDiscovery: MutagenArcana: Pool Strike (3d6), Enduring BladeTraits: Focused Mind, Warrior of Old

SkillsAcrobatics: 20 = 1 Dex + 11 Ranks + 3 Class + 5 BootsFly: 9 = 1 Dex + 5 Ranks + 3 ClassKnowledge (Arcana): 30 = 14 Int + 13 Ranks + 3 ClassKnowledge (Dungeoneering): 22 = 14 Int + 5 Ranks + 3 ClassKnowledge (Engineering): 15 = 14 Int + 1 RankKnowledge (Geography): 15 = 14 Int + 1 RankKnowledge (History): 18 = 14 Int + 1 Rank + 3 ClassKnowledge (Nature): 22 = 14 Int + 5 Rank + 3 ClassKnowledge (Planes): 18 = 14 Int + 1 Rank + 3 ClassKnowledge (Religion): 22 = 14 Int + 5 Rank + 3 ClassPerception: 19 = 1 Wis + 13 Ranks + 3 Class + 2 Keen SensesSense Motive: 13 = 1 Wis + 9 Ranks + 3 ClassSpellcraft: 23 = 7 Int + 13 Ranks + 3 ClassUse Magic Device: 11 = -2 Cha + 10 Ranks + 3 Class

Spells and Extracts
I followed the numbers you’d get from leveling for these instead of just picking the spells I wanted.  Obviously, this character can learn all the spells she can for the levels she has, but just for the sake of a list, I put the level limit on.vs. SR: +22 = 13 CL + 7 Int + 2 ElfConcentration: +22(+26) = 13 CL + 7 Int + (4 Combat Casting) + 2 Trait

Alchemist ExtractsPer Day: 1st: 61st: Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Endure Elements, Identify, Keen Senses, Polypurpose Pancea, True Strike

Spells0-Level: 5, 1st: 10, 2nd: 6, 3rd: 40-Level: All1st (DC 18): Chill Touch, Floating Disk, Frostbite, Grease, Hydraulic Push, Obscuring Mist, Shield, Shocking Grasp, Vanish2nd (DC 19): Bear’s Endurance, Flaming Sphere, Frigid Touch, Glitterdust, Mirror Image, Web3rd (DC 20): Force Hook Charge, Fly, Haste, Stinking Cloud

Equipment
For her equipment, I’m going to give her a bunch of stuff she’d probably have with a moderately generous GM, but without the random stuff you’d pick up from questing.  I’m also using Piecemeal Armor from Ultimate Combat.

Main Weapon
+3 Dancing Scimitar

Armor
Mithril Scale Arms: +1 Armor, 5 Dex, 0 Penalty, 30/30 feet
Mithril Lamellar Legs: +1 Armor, 5 Dex, 0 Penalty, 30/30 feet
+3 Mithril Chain Torso: +7 Armor, 6 Dex, 0 Penalty, 30/30 feet
(+1 suit bonus)
+3 Ring of Protection
+3 Cloak of Resistance

Other
+3 Amulet of Mighty Fists, Pearl of Power 1 x3, Pearl of Power 2 x2, Ring of Wizardry I, Metamagic Rod (Maximize, Lesser), Metamagic Rod (Maximize, Normal), Metamagic Rod (Extend, Lesser), Metamagic Rod (Extend, Normal), Metamagic (Quicken, Lesser), Monk’s Robe, Boot of the Elvenkind, Belt of Physical Might +4, Headband of Vast Intelligence +4, Glove of Storing

Swing!
Since I like to polish off these things with the character swinging their weapon(s), let’s see what a laboratory weapon attack with this character would look like.  The only thing that I think I did wrong is Flurry of Blows, I don’t know who it works when the character is multi-classed.

Basic Attack, Scimitar: +17/+12 (1d6 + 8) 15-20/x2Basic Attack, Unarmed: +17/+12 (2d6 + 8) 20/x2Spell Combat: +15/+15/+10Flurry of Blows: +15/+15/+10Bomb: +10 (1d6 + 7), DC: 18, 9/day

Shocking Grasp Spellstrike (Unarmed): 7d6 + 8, 14d6 + 16 on crit + 14 damage from Kirin StrikeAverage:  47 damage from a normal hit, 80 on crit.Maximized: 52, 114 on crit.
I should note that if Kirin Strike is multiplied by the critical hit (which I don’t think it is but it might be) then it’s 94 damage or 128 maximized.

For a character like this, she is a balance between a damage dealer and a tank.  Since she doesn’t have the advantage of a straight, that is, she doesn’t deal insane crap tons of damage after 5th-level.  Instead though, she can make up for it with a bunch of support and tanking abilities.  I wonder a little about what a Monk/Alchemist version would be like without the Magus parts, or even going with a straight Alchemist and just using the Kirin line of feats, as Alchemists aren’t feat starved at all.

Anyways, I hope everyone enjoyed this and if anyone has any requests, I’d be happy to build on them.

POST 3000!!!!!!!!!!!

Pathfinder Characters 5 - Brainy Brawlers or Brawling Brainers

Today’s character is based around some of the feats from Ultimate Combat, specifically Monastic Legacy and the Kirin Style feat chain. She’s designed around being a smarty-pants character who fights, or a fighting character who happens to be a smarty-pants.

The Feats
The details for the feats are as follows:
Monastic Legacy: You add half of your other classes’ levels as Monk levels to determine your Unarmed Strike damage. It requires Still Mind (3rd level Monk feature) so for a 3 level Monk investment, you can hit as a 13th level Monk eventually. Combine this with the Monk’s Robes Wondrous Item and you hit for an 18th level Monk. Pretty swag…which is something I’m never going to save again.

Kirin Style: Kirin Style lets you identify a single creature when you enter the style (for this it’s a DC 15 + CR) and if successful gives you a +2 bonus to Saving Throws against the creature and a +2 bonus to the creature’s AoO. You have to be in the style to use the following two feats.

Kirin Strike: You gain a +2 insight bonus on Knowledge checks made to identify creatures, which helps with getting the style to work. Additionally, as a Swift Action after you’ve hit the creature you’re using Kirin Style with, you can deal damage equal to twice your Intelligence modifier. Since it’s a Swift Action, I’d say you add it to the attack you’re currently doing. However, whether or not it’s multiplied on a crit is a gray area (to me at least).

Kirin Path: You can take 10 to make Knowledge checks to identify creatures, which is awesome for this. Plus whenever any creature you’ve identified with Kirin Style moves into your threatened area, you can expend an AoO to move 5 feet per point of your Intelligence modifier. This movement does not provoke, which is awesome, though you still need to end up in a space that the creature threatens. Basically, this lets you set up flanking on the creature for free, amongst other little bonuses, like getting away from the creature’s mouth.

The Build
Now that the essential feats are covered, I’m going to point out the class structure for this character. Since identifying creatures is a requirement to making her work, she’ll need as many Knowledges as she can get, and have them as high as possible. Enter the Mindchemist Archetype from Ultimate Magic. Its 2nd level ability, Perfect Recall, lets you use double your Intelligence modifier for all Knowledges. Perfect setup for the Kirin Style, as with a single point in the knowledge, 20 Intelligence, and the possibility of the Knowledge being a class skill she ends up with anywhere from 11-14 in the Knowledge as a base. Makes it a lot easier to make the tougher check for the style.

So, I’m going to go with the following classes:
Elf - Monk (Monk of the Sacred Mountain) 3/Alchemist (Mindchemist) 2/Magus 15

Though, the character’s write-up will be 13th level, since that’s when the last Kirin feat is available.

Ability Scores
20-Point Buy
Str: 20 (+5), Dex: 12 (+1), Con: 12 (+1), Int: 24 (+7), Wis: 12 (+1), Cha: 7 (-2)
(She gets +4 to Strength and Intelligence from a belt and headband respectively.)

HP: 102, Initiative: +7, Speed: 40 ft.

AC: 26 = 10 + 10 Armor + 1 Dex + 1 Natural + 3 Deflect + 1 Misc
Touch: 15, Flat-Footed: 25
Fort: 12 = 8 + 1 + 3, Reflex: 10 = 6 + 1 + 3, Will: 12 = 8 + 1 + 3
BAB: +9/+4, CMB: 15 = 9 + 5 + 1 (Maneuver Training), CMD: 23 = 9 + 3 + 1 + 10

Features
Low-Light Vision, Elven Immunities, Elven Magic, Keen Senses, Weapon Familiarity, Bonus Feats (2 Monk, 1 Magus), Flurry of Blows, Stunning Fist, Unarmed Strike, Fast Movement, Iron Monk, Maneuver Training, Still Mind, Cognatogen/Mutagen (20 minutes), Perfect Recall, Alchemy, Bomb 1d6, Brew Potion, Throw Anything, Discovery, Poison Res +2, Arcane Pool (11 points), Cantrips, Spell Combat, Spellstrike, Magus Arcana (2), Spell Recall, Knowledge Pool, Medium Armor, Improved Spell Combat

Feats
1: Improved Initiative, 1 Bonus: Dodge, 2 Bonus: Deflect Arrows, 3: Monastic Legacy, 5: Lunge, 7: Kirin Style, 9: Kirin Strike, 10 Bonus: Combat Casting, 13: Kirin Path
Freebies: Stunning Fist, Brew Potion, Throw Anything, Toughness

Discovery/Arcana/Traits
Discovery: Mutagen
Arcana: Pool Strike (3d6), Enduring Blade
Traits: Focused Mind, Warrior of Old

Skills
Acrobatics: 20 = 1 Dex + 11 Ranks + 3 Class + 5 Boots
Fly: 9 = 1 Dex + 5 Ranks + 3 Class
Knowledge (Arcana): 30 = 14 Int + 13 Ranks + 3 Class
Knowledge (Dungeoneering): 22 = 14 Int + 5 Ranks + 3 Class
Knowledge (Engineering): 15 = 14 Int + 1 Rank
Knowledge (Geography): 15 = 14 Int + 1 Rank
Knowledge (History): 18 = 14 Int + 1 Rank + 3 Class
Knowledge (Nature): 22 = 14 Int + 5 Rank + 3 Class
Knowledge (Planes): 18 = 14 Int + 1 Rank + 3 Class
Knowledge (Religion): 22 = 14 Int + 5 Rank + 3 Class
Perception: 19 = 1 Wis + 13 Ranks + 3 Class + 2 Keen Senses
Sense Motive: 13 = 1 Wis + 9 Ranks + 3 Class
Spellcraft: 23 = 7 Int + 13 Ranks + 3 Class
Use Magic Device: 11 = -2 Cha + 10 Ranks + 3 Class

Spells and Extracts
I followed the numbers you’d get from leveling for these instead of just picking the spells I wanted. Obviously, this character can learn all the spells she can for the levels she has, but just for the sake of a list, I put the level limit on.
vs. SR: +22 = 13 CL + 7 Int + 2 Elf
Concentration: +22(+26) = 13 CL + 7 Int + (4 Combat Casting) + 2 Trait

Alchemist Extracts
Per Day: 1st: 6
1st: Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Endure Elements, Identify, Keen Senses, Polypurpose Pancea, True Strike

Spells
0-Level: 5, 1st: 10, 2nd: 6, 3rd: 4
0-Level: All
1st (DC 18): Chill Touch, Floating Disk, Frostbite, Grease, Hydraulic Push, Obscuring Mist, Shield, Shocking Grasp, Vanish
2nd (DC 19): Bear’s Endurance, Flaming Sphere, Frigid Touch, Glitterdust, Mirror Image, Web
3rd (DC 20): Force Hook Charge, Fly, Haste, Stinking Cloud

Equipment
For her equipment, I’m going to give her a bunch of stuff she’d probably have with a moderately generous GM, but without the random stuff you’d pick up from questing. I’m also using Piecemeal Armor from Ultimate Combat.

Main Weapon
+3 Dancing Scimitar

Armor
Mithril Scale Arms: +1 Armor, 5 Dex, 0 Penalty, 30/30 feet
Mithril Lamellar Legs: +1 Armor, 5 Dex, 0 Penalty, 30/30 feet
+3 Mithril Chain Torso: +7 Armor, 6 Dex, 0 Penalty, 30/30 feet
(+1 suit bonus)
+3 Ring of Protection
+3 Cloak of Resistance

Other
+3 Amulet of Mighty Fists, Pearl of Power 1 x3, Pearl of Power 2 x2, Ring of Wizardry I, Metamagic Rod (Maximize, Lesser), Metamagic Rod (Maximize, Normal), Metamagic Rod (Extend, Lesser), Metamagic Rod (Extend, Normal), Metamagic (Quicken, Lesser), Monk’s Robe, Boot of the Elvenkind, Belt of Physical Might +4, Headband of Vast Intelligence +4, Glove of Storing

Swing!
Since I like to polish off these things with the character swinging their weapon(s), let’s see what a laboratory weapon attack with this character would look like. The only thing that I think I did wrong is Flurry of Blows, I don’t know who it works when the character is multi-classed.

Basic Attack, Scimitar: +17/+12 (1d6 + 8) 15-20/x2
Basic Attack, Unarmed: +17/+12 (2d6 + 8) 20/x2
Spell Combat: +15/+15/+10
Flurry of Blows: +15/+15/+10
Bomb: +10 (1d6 + 7), DC: 18, 9/day

Shocking Grasp Spellstrike (Unarmed): 7d6 + 8, 14d6 + 16 on crit + 14 damage from Kirin Strike
Average: 47 damage from a normal hit, 80 on crit.
Maximized: 52, 114 on crit.
I should note that if Kirin Strike is multiplied by the critical hit (which I don’t think it is but it might be) then it’s 94 damage or 128 maximized.

For a character like this, she is a balance between a damage dealer and a tank. Since she doesn’t have the advantage of a straight, that is, she doesn’t deal insane crap tons of damage after 5th-level. Instead though, she can make up for it with a bunch of support and tanking abilities. I wonder a little about what a Monk/Alchemist version would be like without the Magus parts, or even going with a straight Alchemist and just using the Kirin line of feats, as Alchemists aren’t feat starved at all.

Anyways, I hope everyone enjoyed this and if anyone has any requests, I’d be happy to build on them.

blackicing:

Hidden message..
And being an Alchemist rules!


Alchemists are so awesome!  It’s my second favorite class and one of the best designed classes put out by Paizo!

blackicing:

Hidden message..

And being an Alchemist rules!

Alchemists are so awesome! It’s my second favorite class and one of the best designed classes put out by Paizo!

Pathfinder Character Designs 2: Warrior-Mages

This is part 2 of my billion-and-a-half part series of writing about random character builds.  I started this with a post about the Rogue and their archetypes.  Today, I’m going to go over some things I’ve learned about making and playing warrior-mage type characters.  I’ll go over single class variations, multiclass variations, then the “gish-in-a-box” characters introduced by Paizo for Pathfinder, and finally I’ll round out the post with some spells..

Core Classes
The Pathfinder Core has one class that I’d consider “out-of-the-box” warrior-mage capable, and that’s the Bard.  They get arcane casting, can wield a pretty nice assortment of melee weapons and some armor, they can self-buff their attacks and defenses, and self heal as needed.  In fact, in the Advanced Player’s Guide and Ultimate Combat, the Bard gets archetypes that make them very combat-oriented with their arcane magics added on top (for reference these are the Arcane Duelist in APG and the Dervish Dancer in UC).

Additionally, and a little surprisingly, if you stat a Sorcerer or Wizard and use the proper Bloodling/School, you can get a little be of melee out of these two.  For the Sorcerer, there are the Aberrant (10-20 foot Touch Spells), Abyssal/Orc (+2-6 Strength), and Pit-Touched Infernal (+2-6 Constitution) Bloodlines, for example.  For the Wizard, there’s the Transmutation School, which gives a +1-5 enhancement bonus to a physical stat, changeable at the beginning of the day.  So, as mentioned, a Warrior-Mage with these two is a little work, but still possible.  It may not be the best, but it gets the job done.

Multiclassing
For history’s sake and for a little bit of fun, here are two warrior-mage builds I lifted from a really old 4chan /tg/ post with a thread about this subject.  In 3.5, these were two of the main warrior-mage builds.  The first is a standard arcane caster + fighting, which results in crazy casting and the ability to whack-things-with-stuff, and the second (“Sorcadin”) is a more complicated but still good mix of smiting and arcane casting.  Both take advantage of the Abjurant Champion and his various “sacrifice spells to buff self” abilities.  

Fighter 1 / Wizard 6 / Spellsword 1 / Abjurant Champion 5 / Eldritch Knight 7
Paladin 2 / Sorcerer 4 / Spellsword 1 / Abjurant Champion 5 / Sacred Exorcist 8 

Now, in Pathfinder, you obviously can’t really take the Abjurant Champion and Sacred Exorcist unless you’ve got a really open GM.  So, you can’t exactly make the same thing, but you can get close.

Fighter 1 / Sorcerer or Wizard 9 / Eldritch Knight 10

If I do the math right in my head, the Sorcerer variant has +15/+10/+5 BAB and casts like an 18th Level Sorcerer.  His main drawback is that he loses out on most of the really powerful Sorcerer Bloodline abilities.  This is somewhat lessened by the Wondrous Item in the Advanced Player’s Guide called the “Robe of Arcane Heritage”.  With the Abyssal/Orc Bloodline, you’ll get a +4 to Strength and the Pit-Touched Infernal gets a +4 to Constitution.  Additionally, if you go Draconic, you can also jump to Dragon Disciple, which has some nice melee-mage potential.

The Wizard is more flexible, you can drop a level of Wizard for Fighter and not lose a lot of spell casting to get +16/+11/+6/+1 BAB, otherwise you’ll have mid-BAB.  You get another bonus combat feat out of that switch as well.  You end up casting as a 17th or 18th level Wizard.  The Transmutation school (with the option of the Enhancement Sub-School) grants this Wizard a lot of self buffs, so he can keep up his stats during the day.  If you go with Illusion you can use an at-will Greater Invisibility and Conjuration has several teleportation options.

As for the Sorcadin, I don’t know that you can build one in Pathfinder easily.  Trading the level of Fighter for a level of Paladin would be an option though.  Same for the Wizard.  You get a Smite Evil out of the deal instead of bonus feats along with all those proficiencies.

Gish-in-a-Box
There are a few other Pathfinder classes who qualify as warrior-mages straight away.  There’s the Bard listed above, but the Advanced Player’s Guide introduces the Alchemist and Ultimate Magic introduces the Magus.

The Alchemist
Alchemists have a limited kind of spell casting, they drink their Extracts, which “casts” the spell.  The advantage is that they can do this in any armor without worrying about spell failure.  Any Extract is like this, including those Ultimate Magic grants through Archetypes (Summon Nature’s Ally from a character in Full Plate is kinda scary).  Alchemists can either dip into a full martial class (Fighter, Paladin, Barbarian, Paladin, etc.) for a slew of armors and weapons, along with other small bonuses that make the job easier, or take a few feats to get the proficiencies, which is fine for Alchemists because they aren’t that feat starved.  Also, since the Extracts don’t actually require DCs most of the time, you only need about 18 Intelligence (more through leveling if need be) to operate them.  Bombs are a nice addition to being able to fighting in melee, but there’s also the Vivsectionist who can do sneak attacking instead of bombs.  Another advantage for the Alchemist is that they’re skill monkeys with everything else, so they have versatility in and out of combat.

The Magus
Billed as an out-of-the-box warrior-mage and does the job great.  He’s got the weapons, spells, and self-buffing to be a terror all over the battlefield.  He can also get a nice defense going, either with high Dexterity (in a Dervish Dance build that uses Dex for melee damage) or eventually getting heavy armor for a Strength Magus.  He’s also exceedingly multiclass friendly, capable of dipping into one or even two classes for their various abilities.  This is because, quite frankly, everything the Magus gets after 7th-ish Level is ho-hum.

With both of these classes, very little necessary is tied to character level, so the multiclassing they may do won’t really hurt their progression that badly.  The Alchemist loses his Grand Discovery which are all nice, but not “oh god the awesome!!11” and the Magus’s late game stuff isn’t all to game breaking either.

Gish-in-a-Box Multiclassing Options
From Walter’s Guide to the Magus (here: https://docs.google.com/document/pub?id=1DB6sOfbAzFmKVPgcyLWipTVqvWFjfDSv6v_YiGQb5Yw&pli=1 ), there’s a dip option for picking up, of all things, a level of Sorcerer.  By taking the Crossblooded Archetype to gain the Orc and Draconic Bloodlines (Blue or Bronze) and you deal 2 additional points of damage per dice of your bread ‘n’ butter spell, Shocking Grasp.  So, at 5th level, Shocking Grasp is a 5d6 + 10, at 10th level with Intensify Spell, it’s 10d6 + 20 damage.  10/20 damage in exchange for -2 Will and 1 BAB (which can be made up for with a couple levels of Fighter or something), a definitely nice trade.  This also nets you access to Dragon Disciple, which has some nice buffs for a warrior-mage.

Additionally, a Magus jumping to Alchemist gains the ability to self heal and Mutagens for physical boosting.  A Magus/Paladin can be quite frightening here as well, as seen here: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/advice/featSuggestionsForPaladinMagus&page=1#19

I have a list of the things a Magus can jump to:
-Alchemist for Mutagens and self heals.
-Barbarian for the Raging and Rage Powers.
-Bards for self buffing and self healing.
-Cleric for making a Red Mage with Mystic Theurge (Magus 7/Cleric 3/Mystic Theurge 10)
-Druid for a similar combo with Mystic Theurge
-Fighter for the feats.
-Inquisitor for Judgments, utility, and self heals.
-Monk for the Unarmed Spellstrike concept.
-Paladin for Smiting and self heals.
-Sorcerer for the above Bloodlines.

Spell and Tricks
This section is the last and will cover tricks, feats, items, and spells helpful for being a warrior-mage.

Spells (Specific Defensive Buffs)
-Mage Armor: A basic spell for Sorcerers/Wizards which can be used by almost everything here, if needed.  Alternatively, the character can just get some Bracers of Armor.
-Mirror Image: Insanely great buff.  You are incredibly hard to hit, which will happen if you’re in the frontlines.
-Fire Shield/Vitriolic Mist: These two spells punish creatures for attacking you.  You can stack them, or go with one at a time.  They’re kinda short term for the damage returns, but they could deter something from attacking you.
-Shield/Shock Shield: Again, two shields that give you a short term AC buff.  Alternatively, you can pick up a Mithril Buckler, which doesn’t require proficiency to use and eventually results in a better bonus that’s on all the time.
-Stoneskin: Has a Material Component cost, but it’s free DR, which is awesome.
-Adjuring Step: While in melee, you can cast some spells without provoking.  You can’t attack or run away, but you can still get some stuff off.
-Illusion of Calm: Adjuring Step’s bigger brother (though same level), this lets you cast in combat and move without provoking so long as you’re not attacked.
-Bull’s Strength/Cat’s Grace/Bear’s Endurance: Free attack power or temporary hit points.
-False Life/False Life, Greater: Free hit points.

Items
-Bracers of Armor: It’s like Mage Armor but always on.
-Ring of Deflection/Amulet of Natural Armor: More AC is always better for these guys.  I mention them because of Arcane Spell Failure, which these items all ignore.
-Robe of Arcane Heritage: For the Sorcerer multiclasser.
-Robe of the Archmagi: If you don’t want to eat all of your item slots on defense, you can get one of these, but it’s bonuses will be lower than piecemealing all the different items together.
-Mithril Buckler: Ah yes, this trick is so easy and so awesome.  You can equip them without proficiency for a nice AC bonus.EDIT
-Haramaki and Silken Ceremonial Armor: These two armors are from Ultimate Combat and both have a +1 armor bonus with no penalties to skills or arcane casting!  How awesome is that!

FeatsArcane Strike: Because the warrior-mage is not a Fighter, he needs as many buffs as he can get.  This is one of those abilities, though it does require a Swift Action to use.Arcane Armor Training/Mastery: On paper this sounds helpful but it’s really unnecessary.  There are so many ways to buff up AC, the warrior-mage will never need this.Dervish Dance: To help bring relief to the MAD problem with this character, he can use Dexterity for weapon attacks and damage with a scimitar.  It’s not necessary, but it does help.

TraitsMagical Knack: Perfect for the Fighter/Sorcerer or Wizard/EK because you’re spells are actually full power.Magical Lineage: For the Magus, this is a terrific spell to pump up Shocking Grasp easily.

I hope everyone enjoyed this post.  I’m sure I’ve missed something glaring, but it’s not a super-serious guide.

Also, the artwork is a sketch fo a piece of art for the Magus section of the Pathfinder book I’m making with my friend.  And yes, when I drew the sword, I only drew half of it then copied and flipped it so the weapon would actually be symmetrical.

Pathfinder Character Designs 2: Warrior-Mages

This is part 2 of my billion-and-a-half part series of writing about random character builds. I started this with a post about the Rogue and their archetypes. Today, I’m going to go over some things I’ve learned about making and playing warrior-mage type characters. I’ll go over single class variations, multiclass variations, then the “gish-in-a-box” characters introduced by Paizo for Pathfinder, and finally I’ll round out the post with some spells..

Core Classes
The Pathfinder Core has one class that I’d consider “out-of-the-box” warrior-mage capable, and that’s the Bard. They get arcane casting, can wield a pretty nice assortment of melee weapons and some armor, they can self-buff their attacks and defenses, and self heal as needed. In fact, in the Advanced Player’s Guide and Ultimate Combat, the Bard gets archetypes that make them very combat-oriented with their arcane magics added on top (for reference these are the Arcane Duelist in APG and the Dervish Dancer in UC).

Additionally, and a little surprisingly, if you stat a Sorcerer or Wizard and use the proper Bloodling/School, you can get a little be of melee out of these two. For the Sorcerer, there are the Aberrant (10-20 foot Touch Spells), Abyssal/Orc (+2-6 Strength), and Pit-Touched Infernal (+2-6 Constitution) Bloodlines, for example. For the Wizard, there’s the Transmutation School, which gives a +1-5 enhancement bonus to a physical stat, changeable at the beginning of the day. So, as mentioned, a Warrior-Mage with these two is a little work, but still possible. It may not be the best, but it gets the job done.

Multiclassing
For history’s sake and for a little bit of fun, here are two warrior-mage builds I lifted from a really old 4chan /tg/ post with a thread about this subject. In 3.5, these were two of the main warrior-mage builds. The first is a standard arcane caster + fighting, which results in crazy casting and the ability to whack-things-with-stuff, and the second (“Sorcadin”) is a more complicated but still good mix of smiting and arcane casting. Both take advantage of the Abjurant Champion and his various “sacrifice spells to buff self” abilities.

Fighter 1 / Wizard 6 / Spellsword 1 / Abjurant Champion 5 / Eldritch Knight 7
Paladin 2 / Sorcerer 4 / Spellsword 1 / Abjurant Champion 5 / Sacred Exorcist 8 

Now, in Pathfinder, you obviously can’t really take the Abjurant Champion and Sacred Exorcist unless you’ve got a really open GM. So, you can’t exactly make the same thing, but you can get close.

Fighter 1 / Sorcerer or Wizard 9 / Eldritch Knight 10

If I do the math right in my head, the Sorcerer variant has +15/+10/+5 BAB and casts like an 18th Level Sorcerer. His main drawback is that he loses out on most of the really powerful Sorcerer Bloodline abilities. This is somewhat lessened by the Wondrous Item in the Advanced Player’s Guide called the “Robe of Arcane Heritage”. With the Abyssal/Orc Bloodline, you’ll get a +4 to Strength and the Pit-Touched Infernal gets a +4 to Constitution. Additionally, if you go Draconic, you can also jump to Dragon Disciple, which has some nice melee-mage potential.

The Wizard is more flexible, you can drop a level of Wizard for Fighter and not lose a lot of spell casting to get +16/+11/+6/+1 BAB, otherwise you’ll have mid-BAB. You get another bonus combat feat out of that switch as well. You end up casting as a 17th or 18th level Wizard. The Transmutation school (with the option of the Enhancement Sub-School) grants this Wizard a lot of self buffs, so he can keep up his stats during the day. If you go with Illusion you can use an at-will Greater Invisibility and Conjuration has several teleportation options.

As for the Sorcadin, I don’t know that you can build one in Pathfinder easily. Trading the level of Fighter for a level of Paladin would be an option though. Same for the Wizard. You get a Smite Evil out of the deal instead of bonus feats along with all those proficiencies.

Gish-in-a-Box
There are a few other Pathfinder classes who qualify as warrior-mages straight away. There’s the Bard listed above, but the Advanced Player’s Guide introduces the Alchemist and Ultimate Magic introduces the Magus.

The Alchemist
Alchemists have a limited kind of spell casting, they drink their Extracts, which “casts” the spell. The advantage is that they can do this in any armor without worrying about spell failure. Any Extract is like this, including those Ultimate Magic grants through Archetypes (Summon Nature’s Ally from a character in Full Plate is kinda scary). Alchemists can either dip into a full martial class (Fighter, Paladin, Barbarian, Paladin, etc.) for a slew of armors and weapons, along with other small bonuses that make the job easier, or take a few feats to get the proficiencies, which is fine for Alchemists because they aren’t that feat starved. Also, since the Extracts don’t actually require DCs most of the time, you only need about 18 Intelligence (more through leveling if need be) to operate them. Bombs are a nice addition to being able to fighting in melee, but there’s also the Vivsectionist who can do sneak attacking instead of bombs. Another advantage for the Alchemist is that they’re skill monkeys with everything else, so they have versatility in and out of combat.

The Magus
Billed as an out-of-the-box warrior-mage and does the job great. He’s got the weapons, spells, and self-buffing to be a terror all over the battlefield. He can also get a nice defense going, either with high Dexterity (in a Dervish Dance build that uses Dex for melee damage) or eventually getting heavy armor for a Strength Magus. He’s also exceedingly multiclass friendly, capable of dipping into one or even two classes for their various abilities. This is because, quite frankly, everything the Magus gets after 7th-ish Level is ho-hum.

With both of these classes, very little necessary is tied to character level, so the multiclassing they may do won’t really hurt their progression that badly. The Alchemist loses his Grand Discovery which are all nice, but not “oh god the awesome!!11” and the Magus’s late game stuff isn’t all to game breaking either.

Gish-in-a-Box Multiclassing Options
From Walter’s Guide to the Magus (here: https://docs.google.com/document/pub?id=1DB6sOfbAzFmKVPgcyLWipTVqvWFjfDSv6v_YiGQb5Yw&pli=1 ), there’s a dip option for picking up, of all things, a level of Sorcerer. By taking the Crossblooded Archetype to gain the Orc and Draconic Bloodlines (Blue or Bronze) and you deal 2 additional points of damage per dice of your bread ‘n’ butter spell, Shocking Grasp. So, at 5th level, Shocking Grasp is a 5d6 + 10, at 10th level with Intensify Spell, it’s 10d6 + 20 damage. 10/20 damage in exchange for -2 Will and 1 BAB (which can be made up for with a couple levels of Fighter or something), a definitely nice trade. This also nets you access to Dragon Disciple, which has some nice buffs for a warrior-mage.

Additionally, a Magus jumping to Alchemist gains the ability to self heal and Mutagens for physical boosting. A Magus/Paladin can be quite frightening here as well, as seen here: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/advice/featSuggestionsForPaladinMagus&page=1#19

I have a list of the things a Magus can jump to:
-Alchemist for Mutagens and self heals.
-Barbarian for the Raging and Rage Powers.
-Bards for self buffing and self healing.
-Cleric for making a Red Mage with Mystic Theurge (Magus 7/Cleric 3/Mystic Theurge 10)
-Druid for a similar combo with Mystic Theurge
-Fighter for the feats.
-Inquisitor for Judgments, utility, and self heals.
-Monk for the Unarmed Spellstrike concept.
-Paladin for Smiting and self heals.
-Sorcerer for the above Bloodlines.

Spell and Tricks
This section is the last and will cover tricks, feats, items, and spells helpful for being a warrior-mage.

Spells (Specific Defensive Buffs)
-Mage Armor: A basic spell for Sorcerers/Wizards which can be used by almost everything here, if needed. Alternatively, the character can just get some Bracers of Armor.
-Mirror Image: Insanely great buff. You are incredibly hard to hit, which will happen if you’re in the frontlines.
-Fire Shield/Vitriolic Mist: These two spells punish creatures for attacking you. You can stack them, or go with one at a time. They’re kinda short term for the damage returns, but they could deter something from attacking you.
-Shield/Shock Shield: Again, two shields that give you a short term AC buff. Alternatively, you can pick up a Mithril Buckler, which doesn’t require proficiency to use and eventually results in a better bonus that’s on all the time.
-Stoneskin: Has a Material Component cost, but it’s free DR, which is awesome.
-Adjuring Step: While in melee, you can cast some spells without provoking. You can’t attack or run away, but you can still get some stuff off.
-Illusion of Calm: Adjuring Step’s bigger brother (though same level), this lets you cast in combat and move without provoking so long as you’re not attacked.
-Bull’s Strength/Cat’s Grace/Bear’s Endurance: Free attack power or temporary hit points.
-False Life/False Life, Greater: Free hit points.

Items
-Bracers of Armor: It’s like Mage Armor but always on.
-Ring of Deflection/Amulet of Natural Armor: More AC is always better for these guys. I mention them because of Arcane Spell Failure, which these items all ignore.
-Robe of Arcane Heritage: For the Sorcerer multiclasser.
-Robe of the Archmagi: If you don’t want to eat all of your item slots on defense, you can get one of these, but it’s bonuses will be lower than piecemealing all the different items together.
-Mithril Buckler: Ah yes, this trick is so easy and so awesome. You can equip them without proficiency for a nice AC bonus.
EDIT
-Haramaki and Silken Ceremonial Armor: These two armors are from Ultimate Combat and both have a +1 armor bonus with no penalties to skills or arcane casting! How awesome is that!

Feats
Arcane Strike: Because the warrior-mage is not a Fighter, he needs as many buffs as he can get. This is one of those abilities, though it does require a Swift Action to use.
Arcane Armor Training/Mastery: On paper this sounds helpful but it’s really unnecessary. There are so many ways to buff up AC, the warrior-mage will never need this.
Dervish Dance: To help bring relief to the MAD problem with this character, he can use Dexterity for weapon attacks and damage with a scimitar. It’s not necessary, but it does help.

Traits
Magical Knack: Perfect for the Fighter/Sorcerer or Wizard/EK because you’re spells are actually full power.
Magical Lineage: For the Magus, this is a terrific spell to pump up Shocking Grasp easily.

I hope everyone enjoyed this post. I’m sure I’ve missed something glaring, but it’s not a super-serious guide.

Also, the artwork is a sketch fo a piece of art for the Magus section of the Pathfinder book I’m making with my friend. And yes, when I drew the sword, I only drew half of it then copied and flipped it so the weapon would actually be symmetrical.