Tag Archives: Pathfinder

Fun With Non-lethal: Unarmed Ninja Build

Ever wanted to play a character that strikes to disable rather than to kill? Ever wanted to play a bounty hunter that pulls a Batman and beats the living bejesus out of thugs, but refuses to take a life? If so, then this is your (wo)man, right here.

Nobody does non-lethal quite like this build does. If you can start out adjacent to an enemy and take a full attack on them while they are still flat-footed (which should be possible, thanks to vanishing trick), their lights are practically out already.

Archetypes:

  • Scout Ninja
  • Martial Artist Monk

The scout archetype for rogues is a big help to this build. If you were wondering, James Jacobs has already confirmed that alternate classes can take archetypes, so you can definitely legally play a scout ninja. The monk archetype (if any) isn’t too important here, since you only take a single level of it. I slotted in martial artist so your alignment isn’t restricted.

Race:

  • Human

Ability Scores: (+2 Str, +2 Dex / +2 Wis)

Epic Fantasy: 

  • Str: 14 -> 16 (5)
  • Dex: 14 -> 16 (5)
  • Con: 14 (5)
  • Int: 10 (0)
  • Wis: 14 (5)
  • Cha: 14 (5)

High Fantasy:

  • Str: 14 -> 16 (5)
  • Dex: 14 -> 16 (5)
  • Con: 12 (2)
  • Int: 8 (-2)
  • Wis: 14 (5)
  • Cha: 14 (5)

Standard Fantasy:

  • Str: 14 -> 16 (5)
  • Dex: 14 -> 16 (5)
  • Con: 10 (0)
  • Int: 8 (-2)
  • Wis: 14 (5)
  • Cha: 12 (2)

Low Fantasy:

  • Don’t. Just don’t.

If you thought the last build was needy when it came to ability scores, this character is going to be dumbfounding. Strength is your primary attribute, but you simply won’t be able to start with 18 if you want to be reasonably durable. AC is already not exactly the strong suit of this character, and lowering dexterity or wisdom any further will cripple you completely in this regard. Dexterity and wisdom supplement your AC, constitution gives you some extra (much-needed) HP, and charisma helps improve your ki pool. You could opt to gimp your charisma a bit to supplement your other scores, but I believe a more balanced approach will yield better results.

I wouldn’t even attempt this build in a low fantasy campaign.

Alternate Racial Traits:

  • Dual-Talent – +2 Str, +2 Dex / +2 Wis (Human)

As usual, humans are one of the strongest choices mechanically. A strength boost is of paramount importance, since even with the boost you’ll only be at 16 in a best-case scenario. The second boost can go to either dexterity or wisdom, though personally I prefer the boost to the former. Half elf or half orc could work if you use the flexible boost for strength, but your AC will be worse than the human (and as I mentioned, it’s weak to begin with).

Skills:

  • Acrobatics
  • Stealth
  • Use Magic Device

Acrobatics for Dragon Style, as per usual with a strength-based unarmed character. Stealth is another essential skill, since you’ll be slinking around in the shadows or invisible as often as you can. Use magic device isn’t required, but is highly recommended.

Progression:

  • N1: Sap Adept
  • M1: Improved Unarmed Strike*, Stunning Fist*, Dodge*
  • N2: Dragon Style, Vanishing Trick**
  • N3:
  • N4: Dragon Ferocity, Combat Trick – Power Attack**
  • N5:
  • N6: Sap Master, Weapon Training – Unarmed Strike**
  • N7:
  • N8: Shadow Strike, Rogue Talent – Offensive Defense**
  • N9:
  • N10: Improved Initiative, Invisible Blade**
  • N11:
  • N12: Knockout Artist, Unarmed Combat Mastery**
  • N13:
  • N14: Enforcer, Advanced Rogue Talent – Hunter’s Surprise**
  • N15:
  • N16: Improved Critical – Unarmed Strike, Evasion**
  • N17:
  • N18: Deflect Arrows, See the Unseen**
  • N19:

* Monk Bonus Feat

** Ninja Trick

There isn’t a lot of flexibility when it comes to feats, but there is a lot when it comes to your ninja tricks. You could however, move around the feats at levels 8 through 18 to suit your tastes. ALL of the ninja tricks listed here are great to have, so take them in whatever order suits you. There’s an argument to be made for taking Weapon Training – Unarmed before Power Attack, and taking Offensive Defense before either one might be worth considering too. You might also decide that invisible blade isn’t as worthwhile as the better unarmed damage, so you might grab Unarmed Combat Mastery when you hit level 11.

A second level in Monk is tempting, as it improves your flurry of blows attack bonus, all three saving throws, and slaps on an extra bonus feat. My line of reasoning in not taking the extra monk level is due to this character’s heavy reliance on sneak attack; the more monk levels you take, the lower your sneak attack is going to end up. The extra level is worth it mechanically though, so don’t hesitate if you want to go that route.

Traits:

  • Quain Martial Artist
  • Reactionary
  • Group Fighter
  • Blade of the Society

Quain martial artist is a no-brainer. Reactionary works great combined with your sneak attacks, allowing you to sneak (or charge) in and land a nasty hit or two before your enemy can get their footing. Group fighter will give you a better attack bonus when flanking enemies with your allies, which is always helpful. Blade of the society will increase your sneak attack damage by 1, but at the end of the day, that’s a drop in the pond for this character.

Favored Class Bonus:

  • HP
  • +1/6 of a new rogue talent?

You’ll have to talk to your GM about this one. A strict rules-nazi might declare that ninja tricks are technically not rogue talents, so you can’t take the extra 1/6 of a rogue talent favored class bonus. I think most reasonable GMs will allow it, but you never know. I’ve plotted out the build above assuming your GM is unfavorable. If they are favorable, just try to bump the rogue talents listed here down to an earlier spot. For the extra room that frees up later, consider taking deflect arrows, flurry of stars, and maybe ghost step.

The extra HP isn’t a strictly bad option though, so if earlier access to the good ninja tricks doesn’t appeal that much, you could always go that route.

How It Works:

This character can do unbelievable amounts of non-lethal damage when landing sneak attacks. Unarmed attacks are bludgeoning, and non-lethal unarmed attacks are… well… non-lethal bludgeoning weapons. What that means is that your unarmed attacks can benefit from sap adept, sap master, and of course, knockout artist, all of which dramatically increase your effectiveness when sneak attacking with unarmed attacks. At level 12 when you finally get all three, you’re looking at the following:

  • Base SA:  6d6
  • Sap Master: +6d6
  • Sap Adept:  +24
  • Knockout Artist:  +12

= 12d6 + 36    (48 – 108)     (avg. 78)

That’s just the sneak attack damage, before unarmed damage dice and bonuses from enhancement, strength and anything else. Landing two or more hits, this character can easily clear 100 non-lethal damage. If they manage to land all their attacks, they’re likely looking at over 300.

Thanks to your monk level, you can use flurry of blows for an extra unarmed attack per round, and thanks to dragon style and dragon ferocity, it should be at a sizable damage modifier. Since you only have one level of monk, your AC doesn’t scale with level though, which leaves you in the dust defensively. Keep this in mind, and see if you can get an ally to throw a mage armor on you every day. Barkskin can make a big difference, and carrying a wand of shield for special occasions isn’t a bad idea, if you have use magic device.

This character is not without their weaknesses; undead (which are a common staple of many campaigns) and a few other creatures are immune to non-lethal damage, which turns this character from one of the most dangerous on the field into a squishier-than-normal monk. You’ll still have your sneak attack though, so if you position yourself well and use your vanishing trick to make yourself an unfavorable target, you should get by. Your damage will still be good, and should carry you through most combats, even if you can’t do what you were made to do. Check with your GM on what types of thematic enemies will be common in the campaign, if they’re willing to divulge such information.

Your gold should go primarily towards increasing your AC, as that is your biggest flaw. Otherwise, gear that bumps up your strength, attack rolls and saving throws (in order of priority) is always excellent to have.

Closing Statement:

This character is a powerhouse with fun flavor attached. You’ll have a lot of trouble with undead, but otherwise, non-lethal damage isn’t a whole lot worse than real damage, mechanically. Functionally, an unconscious enemy is equivalent to a dead enemy, at least until they wake up. Clerics running around with massive healing spells can be a thorn in the side, since they can continue to heal characters that would be dead had the damage you dealt been lethal, but you can always just knock them out too.

Lots of crime-fighters on T.V. and in movies are known for their tendencies to strike to disable rather than to wound; it’s refreshing to see that the mechanics can play so nicely with such an iconic flavor.

When you’re about to land a devastating sneak-punch, make sure you shout  “FALCON… PUNCH!!” so everyone knows you really mean business.

Have fun out there,

Uni

Pathfinder Dwarven Barbarian Build

I have previously made reference to Barbarians that are extraordinarily difficult to deal with, but I have yet to put up a build for one here. That changes today. Or maybe tomorrow, depending on how long it takes me to write. But for you, it effectively changes RIGHT NOW! As of you reading of this. There are Barbarians with a little more punch in terms of damage than these guys, but nobody’s got anything on their saves vs. spells while raging.

Archetype: 

– Armored Hulk

This is the way to go for sure. Armored Hulk gives you access to heavy armor, which will make full plate your armor of choice. You’re a Dwarf too, so you won’t be slowed down by it at all, like other Barbarians would be. Plus a Dwarf in heavy armor is like a fish in water thematically.

Race:

Dwarf is the entire point of this build, so this isn’t really a point of discussion. The Dwarven racial features dovetail beautifully with the Barbarian bonuses that you most want, rendering you nigh-immune to magic.

Ability Scores:

Epic Fantasy:

  • Str: 18 (17)
  • Dex: 14 (5)
  • Con: 14 -> 16 (5)
  • Int: 10 (0)
  • Wis: 10 -> 12 (0)
  • Cha: 8 -> 6 (-2)

High Fantasy:

  • Str: 18 (17)
  • Dex: 12 (2)
  • Con: 14 -> 16 (5)
  • Int: 8 (-2)
  • Wis: 10 -> 12 (0)
  • Cha: 8 -> 6 (-2)

Standard Fantasy:

  • Str: 17 (13)
  • Dex: 12 (2)
  • Con: 12 -> 14 (2)
  • Int: 10 (0)
  • Wis: 10 -> 12 (0)
  • Cha: 8 -> 6 (-2)

Low Fantasy:

  • Str: 16 (10)
  • Dex: 12 (2)
  • Con: 12 -> 14 (2)
  • Int: 8 (-2)
  • Wis: 10 -> 12 (0)
  • Cha: 8 -> 6 (-2)

Strength is the primary building block for your character’s power. Since you’re a Dwarf, you don’t need to heavily invest in Constitution to have a decent hit point pool and Fortitude save. Wisdom is shored up by your other racial bonus, and Charisma, a natural dump stat anyways for most Barbarians, is given the axe. Intelligence dips here with some point totals in favour of increasing scores that make a bigger difference to your character’s power and survivability, but could be adjusted if the flavour doesn’t suit you, or you dislike the idea of having two dump stats. If you were feeling particularly cheesy, you could even drop your Charisma (or Int for that matter) down to 7 to score an extra two points, but 5 Charisma is nearing “reasonable people flee on sight” territory, and your party members kicking you out because you’re just that intolerable (not that 6 Charisma is going to win you any popularity contests). There is a fair bit of flexibility here, but I wouldn’t drop below 16 Strength with any pointbuy, as any less would start to significantly diminish your combat effectiveness. Getting Dexterity up to 16 on a higher pointbuy is tempting, as it would allow you to gain the full Dex bonus from mithral full plate, but it’s a big investment, and is difficult to pull off without negatively impacting your other scores to a significant degree.

Alternate Racial Traits:

  • Rock Stepper

You don’t particularly want any of the alternate racial traits for Dwarves, but Rock Stepper is generally worthwhile. There are some other ones you could take if you like the flavour, like Craftsman or Wyrmscourged, just don’t take anything that replaces the Hardy trait, as it is essential for this character.

Skills:

  • Any

It doesn’t really matter what you pick here, as you don’t dip any prestige classes. Your primary skill-set revolves around rampant carnage on the battlefield anyways. Still, Perception is always a good choice, if you really can’t decide.

Progression:

  • 1: Power Attack
  • 2: Superstitious (RP)
  • 3: Steel Soul
  • 4: Lesser Beast Totem (RP)
  • 5: Weapon Focus – Nodachi / Falchion
  • 6: Beast Totem (RP)
  • 7: Furious Focus
  • 8: Guarded Life / Reckless Abandon (RP)
  • 9: Improved Critical
  • 10: Greater Beast Totem (RP)
  • 11: Lunge
  • 12: Eater of Magic (RP)
  • 13: Improved Initiative
  • 14: Guarded Life / Reckless Abandon (RP)
  • 15: Extra Rage Power – Fearless Rage
  • 16: Witch Hunter (RP)
  • 17: Extra Rage Power – Increased Damage Reduction
  • 18: Increased Damage Reduction (RP)
  • 19: Extra Rage Power – Increased Damage Reduction
  • 20: Clear Mind (RP)

A bunch of your higher level choices, including both Rage Powers (RP) and feats, can be swapped around however you like. I would recommend sticking with the progression chart up until level 10 though. If your GM likes long slogs, you may want to throw in an Extra Rage feat at level 11 or somesuch, though fitting it in earlier would diminish your combat effectiveness. As for weapon choice, nodachi and falchion are your best options, as they maximize your threat range, which is generally superior to scoring critical hits less often for more damage. If you like the flavour of some other weapon though, any two-handed weapon will be sufficient.

Traits:

  • Glory of Old
  • Lessons of Chaldira / Berserker of the Society

Glory of Old is essential here. Other than that, there are a few good options, including Berserker of the Society to snag some extra rage rounds per day, or Lessons of Chaldira to cover yourself when you happen to roll badly on an important save. Having another saving throw booster in there might sound nice, but since trait bonuses don’t stack, there aren’t a lot of ways to make it worthwhile. If you can’t take either of the last two, just grab whatever appeals to you.

Favored Class Bonus:

– +1 round of Rage / day (Dwarf Barbarian)

How It Works:

Between monstrous damage, a truly daunting hit point pool, decent AC and absolutely absurd saving throws against spells, especially while raging, this is one tough customer. Your GM will quickly realize that targeting you with the spells of even Wizards with Spell Focus and Greater Spell Focus is generally a waste of an action and time, and supplementing this resilience with Rage Powers like Eater of Magic can help save your skin in the rare situations where you roll a failed save. Since you’re a warrior class (with pounce, no less), Haste is still your best friend, so try to cajole one of your friends into casting Haste at the beginning of every fight before you start to rage, so you don’t have to roll a save against it. You can always role-play your character as accepting it reluctantly, but out of character, you’re definitely going to really want Haste to happen.

I won’t go into a detailed gear breakdown, but suffice to say you want a belt to increase your Strength, and items to boost your attacks, saves, damage and AC. Adding a little extra mobility with Jaunt Boots is always a good idea for a melee character as well, for those situations where pounce isn’t going to work for you.

Bring this Dwarf to bear and experience a whole different kind of power; the power of a character nearly immune to the most dangerous aspect of the game… magic.

That’s all for now.

Until next time,

Uni

Pathfinder Advanced Class Guide Playtest Analysis

As some of you Pathfinder fans may be aware, Paizo recently released a revised Advanced Class Guide playtest that was open access for everyone. I’ve seen the slippery slope that is power creep destroy 3.5 edition, mainly due to new base classes and prestige classes being added, so I was a little wary of this new offering. Nevertheless, I delved in and had a close look at all of their new classes, and I found the results quite mixed. Some of them seem a little stronger on paper, if you compare them to other base classes. Nevertheless, a lot of the concepts are good, and the abilities interesting and flavourful, which is the most important part; balance can always be tweaked. Anyways, let’s have a look at each class a little more closely, shall we?

Arcanist

Hit Die:  d6

Alternate Classes:  Wizard and Sorcerer

BAB:  Low

SP / Lvl:  2

High Saves:  Will

Profs:  Simple weapons

Strengths:

– Gets to “prepare” the spells they want to spontaneously cast each day

– Can gain access to the majority of the most useful features of both Sorcerers and Wizards through Arcane Exploits

– Can spend points from their Arcane Resevoir to boost caster level or saving throw DC

Weaknesses:

– Needs to invest in more ability scores than a pure Sorcerer or Wizard

– Slower spell progression than a pure Wizard

– No nifty favored class bonuses

Summary:

If one of these classes in particular is overpowered, it’s probably this one (not surprising, considering it’s a hybrid of two of the most powerful base classes). You gain the best of both worlds when it comes to both spontaneous and prepared casting, and you have access to the vast majority of the stuff you would care about from Sorcerer and Wizard from your Arcane Exploit abilities. Bloodline Development gives you access to the all-important Bloodline Arcana for a Sorcerer bloodline of your choice. Potent Magic is another incredible option, allowing you to make your most important spells extremely difficult to resist. If you’re going more of a blaster route, taking School Understanding and grabbing the abilities of the Evocation school or the Admixture sub-school will make you a powerhouse that might even surpass the Crossblooded blaster Sorcerer. Of course, there are no favored class bonuses to elemental damage available for the Arcanist right now, so you would lose out a little there by comparison, but you would be far more versatile.

The biggest problem the Arcanist faces is managing its ability scores. Where having a Sorcerer or Wizard start with 20 Charisma or Intelligence was possible (if a little tricky), it is far more difficult for an Arcanist. Though their spellcasting is all based on Intelligence, all of their abilities rely on Charisma. That means that they’ll need a heavy investment in Intelligence, at least a moderate investment in Charisma, and a passable investment in both Dexterity and Constitution. In all likelihood, you’ll be starting at 18 Intelligence, which is still quite good, especially considering you can boost your DCs by spending points from your Arcane Resevoir.

These guys are going to be complete powerhouses, if they’re kept like this. If they had access to either a school ability or a bloodline, they would just be strong, but being able to take both makes them monstrously effective. I suppose a similar effect can be achieved by dipping a single level of Sorcerer on a Wizard in order to gain access to the Bloodline Arcana of your choice, but I would think that a lot of DMs would put the kibosh on that level of munchkinery. Long story short, beware of optimizers playing this class.

Bloodrager

Hit Die:  d10

Alternate Classes:  Barbarian and Sorcerer

BAB:  High

SP / Lvl:  4

High Saves:  Fort

Profs:  Light armor, medium armor, shields, simple weapons, martial weapons

Strengths:

– Good base attack bonus and Rage ability makes them capable in melee

– Gains access to a few Sorcerer Bloodline abilities and feats

– Can cast a small number of Sorcerer spells

Weaknesses:

– No Barbarian Rage Powers

– Lower hit die

– Can’t wear heavy armor without suffering from spell failure

Summary:

While on the surface the disadvantages of playing a bloodrager are minimal, losing access to rage powers is devastating for a Barbarian. Some of them, like Superstition, are so powerful that high level Barbarians can become nigh-unstoppable; their hit point pools are exceptionally high, and they become practically immune to spells that allow saving throws if you take the human favored class bonus. That’s outside of the crazy pounce shenanigans you can get into with the totem powers.

The trade-off, however, is still quite good. Being able to cast spells like Shield, Blur, Displacement, Haste, Heroism, and Stoneskin on yourself makes you far better than most Barbarians at defending against physical attacks, and decreases your reliance on fellow party members for your offensive buffs. The bloodline powers and spells you gain access to are much different from those of your Sorcerer counterparts; most of them provide you with options better for physical combatants. Unfortunately for you though, unlike the Magus, you have no way of reliably combining physical attacks with your spells. Given that you’re going to need high Strength, Dexterity and Constitution, your Charisma probably won’t be higher than 14. As such, your save DCs are not going to be competitive, making buff spells your best bet for your spells slots. Still, it is nice to have a Magic Missle or Scorching Ray in your back pocket for those occasions when an enemy thinks that hovering above your melee reach is an effective defensive strategy.

Bottom line, overall, is the Bloodrager more powerful than the Barbarian? The short answer is “maybe”; it depends how you played your Barbarians before. I can assure you that a Dwarven Barbarian with a lot of Strength, the Superstition Rage Power and the Steel Soul feat is unbelievably hard to deal with. Once they get Greater Beast Totem at level 10, it’s all over. With the Bloodrager, you’re forced to invest in what is in most cases a dump stat (Charisma), your saves against spells won’t be quite so ridiculous, and you won’t get the opportunity to pounce anyone. If we are comparing the average Barbarian (not the optimized one I was just discussing) to the average Bloodrager, well… the story might be a little different. Either way you slice it, I think this class is well-balanced enough to see play at my table.

Brawler

Hit Die:  d10

Alternate Classes:  Fighter and Monk

BAB:  High

SP / Lvl:  4

High Saves:  Fort, Ref

Profs:  Light armor, simple weapons, handaxe, short sword, “close” weapons

Strengths:

– Can qualify for both Fighter and Monk feats

– “Real” full BAB

– Can give themselves temporary access to new combat feats on the fly

– Somewhat better at Combat Maneuvers

– Knockout ability can be dangerous

– Does not require as many high stats

Weaknesses:

– No Ki

– Low Will save

– No Wisdom bonus to AC

Summary:

These guys are… well, they’re a combination of a Monk and Fighter. Like me, you may be asking, ‘wait… wasn’t Fighter and Monk already combined in the Martial Artist Monk Archetype?’ Yes, it was in fact. I suppose they felt like it wasn’t… fighter-y enough, or something. Or, more likely, they’re running low on ideas. One of the nicer things about this class is that it doesn’t require a large investment in Wisdom, though your Will save will be pretty lackluster. You can and should wear armor, and will likely greatly benefit from throwing a feat into Armor Proficiency Medium and wearing Mithral. It still counts as light (though you do require the proficiency), so it won’t impede your abilities at all.

The Martial Maneuvers ability is the only other thing that makes these guys stand out, but it is pretty interesting. You start off being able to spend a move action to grant yourself the benefits of a combat feat of your choice for one minute. Later on, you can give yourself two or even three feats, or activate the ability as a swift action. This could have some neat applications, especially when you’re giving yourself access to more than one feat at a time. Martial Maneuvers takes feats that would normally be highly situational, and makes them eminently practical, since you can pick them up and drop them again at your leisure. Really need to bull rush that guy off of a ledge? Well, now you have the Improved and Greater Bull Rush feats. Find yourself imprisoned? How does Weapon Focus and Weapon Spec shiv sound? Yeah, I know you could just punch them, but I’ve always wanted to play a character with Weapon Spec shiv.

The verdict… these guys certainly aren’t overpowered. Arguably, a standard Monk is better thanks to their superior saving throws and access to Ki. Nevertheless, the flavor is interesting (I’m kind of picturing Kelgar from Neverwinter Nights 2), and the mechanics are sound, while still adding a unique twist in the form of Martial Maneuvers.

Hunter

Hit Die:  d8

Alternate Classes:  Druid and Ranger

BAB:  Med

SP / Lvl:  4

High Saves:  Fort, Ref

Profs:  Light armor, medium armor, shields, simple weapons, martial weapons

Strengths:

– Solid spellcasting and decent combat ability

– Stronger than normal Animal Companion that you can give flexible buffs to

– Share Teamwork Feats with your Animal Companion

Weaknesses:

– Benefits don’t seem to equal those of either the base Druid or Ranger

– Will likely fizzle out at double-digit levels

Summary:

These guys are a weird one. Their spellcasting follows the Bard / Inquisitor model of only reaching 6th level spells, and their Base Attack Bonus is equal to the worse of the two classes it is derived from. They are basically Animal Companion specialists able to buff up their companion (or themselves, for a more limited duration) and give them access to Teamwork Feats. My inclination is that they should be okay overall, but they’ll lack the kind of clout that a full-on warrior class would have. Animal Companions tend to be a little on the fragile side, and can start to dwindle in usefulness once you approach double-digit levels. Regrettably, I doubt this class will prove an exception to that general rule, especially considering they get very little love post level 8.

I feel like this class didn’t get enough to justify their decrease in casting effectiveness compared to the base Druid, which is already fairly powerful; perhaps an increase to high Base Attack Bonus would help balance them out a bit, though then their solid casting would need to be re-evaluated. They don’t have any particularly unique abilities outside of their ability to buff their companion and share teamwork feats with it, and the Cavalier can already do something fairly similar, only they grant it to the entire party! That said, at least there’s no rampant power-creep here, so for those who wanted a character who possesses a deep bond with an Animal Companion, maybe this will fit the bill.

Investigator

Hit Die:  d8

Alternate Classes:  Alchemist and Rogue

BAB:  Med

SP / Lvl:  6

High Saves:  Ref, Will

Profs:  Light armor, simple weapons, hand crossbow, rapier, sap, shortbow, short sword, and sword cane

Strengths:

– Excellent skill user

– Has access to Alchemist Discoveries (including Mutagen) and Rogue Talents

Weaknesses:

– Studied Combat doesn’t last long enough to be reliable, and they only receive one “Sneak Attack” per standard action they spend setting it up

– Has to focus on Intelligence to make the most of their abilities, to the detriment of combat stats

Summary:

Investigators are the class for your group’s consummate role-player; they’re the ones that love speaking in character and write complex personalities and back-stories full of intrigue and subtlety. They’re excellent skill monkeys, possessing a number of tricky ways to bump up their skill checks. Investigators aren’t particularly useful in combat, though they can hold their own well enough if they take the right abilities, like the Alchemist’s Mutagen. Their access to Alchemist extracts also helps give them a bit more combat strength and general versatility.

Unfortunately, their only trick for doing less-than-shoddy damage is quite limited. Studied Strike is an ability that pairs with Studied Combat; the latter is activated first, and once it is switched on, provides a bonus to attack rolls equal to half their Intelligence modifier. The three glaring problems with this ability are that it requires a standard action to activate, it only lasts for a number of rounds equal to half their Intelligence modifier in addition to only using half as a bonus, and a target can’t be affected by it more than once per day. But wait, it gets worse. Studied Strike, (which already does significantly less damage than Sneak Attack) immediately ends your Studied Combat state, which means that you get one good hit, and then you’re fighting like a Rogue who has no Sneak Attack. In case you didn’t know, a Rogue without Sneak Attack is really, really bad. Actually a normal Rogue is pretty bad under most circumstances. So this is… well, it’s a special kind of bad normally reserved for Wizards who run out of spells and aren’t carrying staves or Pearls of Power. It really says something that even if they could do this at will, it still wouldn’t be good. Why the arbitrary limitations? Because they’re fairly good with skills? Using skills and being in combat are two completely different types of challenges; there is no reason one character should be punished in one for being good in the other. But anyways, that’s a difference in design philosophy on my part. and I digress.

An Investigator’s only solace lies in leaning on their Alchemist side. Drinking buffing extracts and a Mutagen could make them… well… not a complete waste of space on the battlefield, just don’t expect miracles here. Investigators don’t get access to the Greater or Grand versions of Mutagen, nor can they get the more powerful Alchemist Discoveries that push Alchemists up to a top-tier class.

Overall, even a standard Rogue will likely be more effective in combat than an Investigator, but if you’re planning a campaign in the Eberron setting wherein someone wants to play an Inquisitive (fantasy detectives), this would be the right class for it… just make sure most of the campaign involves conversation as opposed to combat.

Shaman

Hit Die:  d8

Alternate Classes:  Oracle and Witch

BAB:  Medium

SP / Lvl:  4

High Saves:  Will

Profs:  Light armor, medium armor, simple weapons

Strengths:

– Flexible bonuses from different spirit animals

– Access to the Druid spell list without losing some of the best Cleric buffs

Weaknesses:

– Nothing really makes them stand out from your usual divine casters

– Abilities granted by spirits tend to be worse than the best Cleric domains and worse than most Oracle Mysteries

Summary:

I’ve read through most of what this class does a couple of times now, and I feel I can definitively state that I have no idea what to think of it. Their spellcasting progression is fast, and they have access to some solid spells, but at the end of the day, they just feel like a watered-down Cleric. Though they call them Hexes, the abilities you gain access to are closer to Cleric Domain abilities or Oracle Mysteries than they are to Witch Hexes, only they’re less powerful than either. Their proficiencies, hit die and casting stat are the same as a Cleric’s (which is weird, because neither the Witch nor the Oracle rely on Wisdom). Additionally they get this kind-of sort-of spontaneous casting ability, but it has more in common with a Cleric’s domain slot than it does with spontaneous casting. This whole class probably would have made more sense as a Cleric Archetype. Anyways, I’ll stop griping and get down to the nitty-gritty.

Shamans have some interesting flexibility thanks to their Wandering Spirit ability, but I don’t know how much of a help that would be in game, considering most of the spirit abilities are lackluster, outside of the Battle spirit. Interestingly, Shamans pull from the Druid spell list, and have a few of the better Cleric self-buffs thrown on for good measure. This could have some useful applications, including providing access to Barskin and Stoneskin, but it also gives you a lot of useless Animal Companion-related junk as well.

Shamans should be roughly on-par with a Cleric, which is certainly not the worst class to be tied with. If you like the idea of a character who runs around calling to the spirits to aid them in battle, maybe play one of these instead of a Cleric; they’re pretty much the same thing anyways.

Skald

Hit Die:  d8

Alternate Classes:  Bard and Barbarian

BAB:  Medium

SP / Lvl:  4

High Saves:  Fort, Will

Profs:  Light armor (casting permitted), medium armor (casting permitted), simple weapons, martial weapons

Strengths:

– Throw your allies into a Barbarian-like Rage

– Your allies gain the benefits of Rage Powers while affected by your Raging Song

– Has a limited access to spells not on the Bard spell list

– Medium armor proficiency and ability to cast spells while wearing it

– Proficient with all martial weapons

Weaknesses:

– Effectiveness is primarily dictated by party composition

– Cannot use any of the “utility” songs of the standard Bard

– Still primarily a support character

Summary:

I can’t believe it, someone is actually trying to fix the Bard class. And, well… they actually did a decent job of it. Where many classes experienced substantial boosts in power from 3.5 edition, Bards were left mostly by the wayside. It is my theory that Paizo, like so many other producers of D&D-based game products, secretly hates Bards (see Grobnar from Neverwinter Nights 2 for an example of how much contempt some designers have for them). Bards share the bottom of the power totem pole with Rogues, who are notoriously spotty in effectiveness. Since the Ninja archetype has been introduced, Bards have held that lonely, shameful title all by themselves. Yes, their spellcasting is okay, but they primarily specialize on enchantment spells, and they’re a far cry from the effectiveness of a Fey bloodline Sorcerer. They can’t be competitive in physical combat either, as they lack the potent self-buffs of the Cleric, Oracle or Alchemist, the Sneak Attack of the Rogue, the Base Attack Bonus of the warrior classes, and the speed and endurance of the Monk. Their Bardic Music is okay, but the bonuses for Inspire Courage don’t stack with other competence bonuses, which can be obtained through equipment, spells or abilities which can remain active nearly all the time. You could say the other standard Bard songs don’t really strike a chord with me. That’s enough harping (HUZZAH BARD PUNS!) on the core Bard though; let’s take a closer look at these guys.

The Skald has a few features that greatly differentiate it from the standard Bard, and all are extremely helpful. For one, the Skald loses access to the other standard songs of the Bard in exchange for a single, powerful one in the form of Raging Song (so much for “music calms the savage beast”). Raging Song does what you might expect; it allows the listeners to fly into a rage similar to that of the Barbarian class, though to a lesser degree (at first). This gives your allies a morale bonus to Strength and Constitution, which will have your party warriors showering you with loving adoration. It doesn’t stop there though; every three levels, the Skald gains a Rage Power that those under the effects of their song can benefit from, allowing you to do things like, oh, I don’t know… GIVE YOUR ENTIRE ADVENTURING PARTY POUNCE. I know, right? How about giving every character in your party the benefits of the Superstition Rage Power when you enter battle with a powerful caster? That’s an easy one.

Hold on, don’t get too excited yet… it gets better. The Skald’s Spell Kenning ability lets them cast a spell of your choice (of a level you can cast) from the Wizard or Cleric spell list once per day, giving you access to stuff like Divine Power, Teleport, Transformation, or even direct attacking spells like Fireball or Battering Blast. This helps give Skalds the tools they need to buff themselves, while at the same time fitting the “jack-of-all-trades”, versatile flavour of the class. The last big thing that Skalds get is the ability to wear medium armor while casting spells. This takes away the necessity of heavily investing in Dexterity and allows you to focus more on your Strength score, which will make you far more effective than most other Bards in melee combat. Throw a feat into Heavy Armor Proficiency and you can rock the mithral full plate like a champ! Slap on a two-handed martial weapon (which you’re also proficient with), and you’re ready for a night on the town! Oh and in case you weren’t impressed yet, you also get a little DR at higher levels.

The only real problem with this class is that its effectiveness is primarily dictated by your party composition. If your group consists of a melee Alchemist, a two-hander Fighter, a warrior-Cleric, a Strength-based Ninja and an archer wielding an Adaptive composite bow, you’ll probably be the MVP of your party for the entire campaign. If your party consists of a Magus, caster-Oracle, Sorcerer, Swashbuckler (see below) and a (shudder) vanilla Bard, your party members will probably scowl at you patronizingly when you start your Raging Song. Coordinate character creation with your gaming group to maximize the benefits of this excellent team-player.

Bards really needed some love, and love this surely is. Though this class can be very powerful in certain parties, I don’t think that’s really a bad thing; a character dedicated to a support role should be making a significant difference for their party. If these guys make it to print as currently written, it might finally be time to dust off your lutes, my friends.

Slayer

Hit Die:  d10

Alternate Classes:  Ranger and Rogue

BAB:  High

SP / Lvl:  6

High Saves:  Fort, Ref

Profs:  Light armor, medium armor, shields, simple weapons, martial weapons

Strengths:

– High Base Attack Bonus and some Sneak Attack progression

– When sneaking up on enemies, can easily set up on them with Favored Target

– Gains access to your choice of (some) Rogue Talents and Ranger Combat Style feats

Weaknesses:

– Sneak Attack improves slowly

– No way to obtain the Ninja Ki Pool extra attacks

– Favored Target isn’t as useful when you don’t sneak up on your enemy until you hit 7th level

Summary:

I’ll start off by saying that I really like the Slayer. I love Sneak Attacking classes, and their Favored Target ability dovetails beautifully with a stealthy build. Boasting a high Base Attack Bonus to go along with their modest Sneak Attack progression, Slayers make for great assassins (either just in flavour or in prestige class). For those of you familiar with the Baldur’s Gate series of games, these guys play a little like a Fighter / Thief; they do better damage when they sneak up on someone, but they can really kick some teeth in in toe-to-toe combat too. Favored Target is quite powerful and far more versatile than Favored Enemy, but setting it up mid-combat will slow your momentum if you haven’t hit level 7 yet. Their class skills are good and they have an impressive number of points to spend, though regrettably they didn’t inherit Disable Device or Trapfinding from their Rogue half.

Slayers can cherry-pick the best of the Ranger Combat Style feats and have access to a good chunk of Rogue talents as well. Some of the Advanced Rogue Talents are glorious on a character so proficient in combat; Opportunist in particular will be devastating if you went with a two-handed weapon. Slayers benefit a bit from having a healthy Intelligence, so balancing your stats might be slightly tricky at times. Your Will save is already pretty bad, so dumping your Wisdom could prove dangerous, though Charisma is as viable a dump stat as ever, assuming you don’t care much about using Bluff, Disguise or Intimidate. I’m a little perplexed as to why they didn’t get access to the Knowledge (nature) skill though; having good Knowledge (dungeoneering) and Knowledge (nature) would make Slayers great scouts, and give them a unique niche way to spend their plethora of skill points. It would also fit with the whole part Ranger thing.

On the flip-side, your Sneak Attack progresses quite slowly; in fact, you don’t even get your first die until level 3. The benefits of a higher Base Attack Bonus weighed against the amazing power of the Ninja Ki Pool isn’t clear cut either; yes, the Base Attack Bonus is always there and you always benefit from it, but being able to get additional attacks at your highest Base Attack Bonus is incredibly strong. You also can’t completely replace a standard Rogue, since you lack Disable Device and Trapfinding. Rangers have the advantage of some minor spellcasting and an Animal Companion, and Favored Enemy is undeniably punchier than Favored Target when a Ranger is fighting an enemy they can apply it to.

All told, this class is effective and well-balanced. I have no doubt that they will fit in fine within a party of core characters without your fellows crying bloody murder about power-creep. The flavour is fun too, and fits well with the underhanded, dishonorable, and practical warrior archetype, such as Bron from the Game of Thrones series.

Swashbuckler

Hit Die:  d10

Alternate Classes:  Fighter and Gunslinger

BAB:  High

SP / Lvl:  4

High Saves:  Ref

Profs:  Light armor, bucklers, simple weapons, martial weapons

Strengths:

– Good damage with light, one-handed piercing weapons

– Some useful defensive abilities and other miscellaneous tricks

– Can generate attacks by spending Panache to parry

– Does not require exceptionally high stats

Weaknesses:

– Fortitude and Will saving throws will likely be very poor

– Can’t do much to enemies at a range

Summary:

And, at long last, Paizo reveals a Swashbuckler class. Overall, it is quite effective, though they make the Duelist prestige class seem pretty superfluous. Swashbucklers can do truly daunting damage thanks to their Precise Strike ability, and when under attack, can counter-stab enemies quite viciously. Combat Reflexes is practically a necessity, since Opportune Parry eats up an Opportunity Attack. Menacing Swordplay is another neat feature you get access to early, allowing you to spend a swift action to Intimidate enemies who you strike in melee. Swashbucklers, somewhat unsurprisingly, also really enjoy the use of bucklers, and are one of the only classes to do so. Perhaps the most amazing thing about Swashbucklers is that as of level 4, their levels count as Fighter levels for the purposes of meeting feat prerequisites. Weapon Specialization, Greater Weapon Focus and Penetrating Strike are all within reach for you, and all are godsends.

The Swashbuckler’s only good save is Reflex, which will probably already be very high thanks to their Dexterity-focused abilities, meaning that Fortitude and Will will likely be left lacking. They can make up for this deficiency with their Charmed Life ability, which lets them add their Charisma modifier to a saving throw roll as an immediate action. They actually get a pretty solid number of uses per day of this as well, incentivizing you to load up on Charisma for a reason outside of your Panache pool.

The effectiveness of this class might partially be affected by what types of weapon enchantments your GM allows you access to; a weapon with the Agile property would help stack on some more damage and turn Strength into a relative dump stat (10 or 12 would probably be sufficient). Otherwise, you might want to get it up to 14 or so to give you a decent base damage mod.

It’s hard for me to say this, because I really love the flavour of Swashbucklers, but I do think this class is a little overpowered. They outclass a sword-and-board Fighter in nearly every conceivable way by adding their level to damage, having access to all the fighter-only combat feats, being able to generate extra attacks for themselves, and having superior defensive options. The only real fix that is needed is a removal of the ability to take Fighter-only feats. If you do decide to allow this class at your table, I recommend you make that change. The Charmed Life ability should probably be toned down a bit too, perhaps starting with one or two initial uses. It’s a cool class with a cool flavour, it’s just a little bit excessive in its implementation.

Warpriest

Hit Die:  d10

Alternate Classes:  Cleric and Fighter

BAB:  Medium (technically)

SP / Lvl:  2

High Saves:  Fort, Will

Profs:  Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons

Strengths:

– Killing things

– Buffing and then killing things

– Healing self, for to better continue killing things

Weaknesses:

– Requires a number of ability scores

– Channel energy is a waste of an option

– “Fake” high Base Attack Bonus slows meeting prerequisites for feats

– Few Skills

– Fighter party members will whine about how awesome you are  😥

Summary:

Oh Warpriest, Warpriest, Warpriest… what am I going to do with you? In the first playtest package you were too weak, in this one, you’re too strong. Surely there’s a happy medium somewhere?

This is a guy (or girl) well poised to ruin your day. For starters, although Warpriests technically have a medium Base Attack Bonus, while wielding their Sacred Weapon (ie. anything they have Weapon Focus with, apparently), they count as having a high one. That means a dauntingly high attack bonus, and faster progression to iterative attacks. Slap on Inquisitor spell progression, self-healing as a swift action, and the ability to quicken any spell they have prepared multiple times per day and you have the basic skeleton of the Warpriest. Yes, you read that right; MULTIPLE SPELL-LEVEL INDEPENDENT QUICKENS PER DAY. If your jaw hasn’t dropped off your face yet, I don’t think you realize just how unbelievably powerful that is. Warpriests have a pool called Fervor, which they can use to heal themselves as a swift action, heal others as a standard action, or quicken a spell they have prepared. The only real restriction here is that you can only target yourself with the spell. BOO-HOO, I can only quicken my SELF-ONLY buffs which are my BEST SPELLS TO BEGIN WITH. So how large is this Fervor pool, you may ask? Half your level plus your Charisma modifier points, that’s how many. And I’ll tell you something… that’s actually a LOT OF USES for something so earth-shatteringly powerful. Granted, it shares uses with your swift action self-healing, but if you took the Healing Blessing (Warpriest’s version of Domains), you can quicken healing spells on yourself with a SEPARATE POOL OF QUICKENS, and THAT pool is equal to THREE plus half your level. Anyways, I think you get the idea.

Thankfully, Warpriests don’t get to snag all the Fighter feats like a Swash can, but they do get a Magus-like ability to temporarily enchant their weapons and armor, adding bonuses and properties to them. You can only enchant your weapon for 1 round / level per day, with the armor one lasting 1 minute / level per day, though you don’t acquire it until level 7. Warpriests also pick up Channel Energy at level 4, though they would have to expend uses of their Fervor pool for it, and SCREW THAT NOISE. Warpriests get to select two “Blessings” at level 1, giving them access to a couple of unique abilities. As I mentioned earlier, they function a lot like domains, but they give you specific abilities you can use a limited number of times per day, and don’t grant any extra spells. Some of those, like the aforementioned Healing Blessing, are quite powerful. The Strength Blessing is another winner, giving you a bonus to all of your attacks equal to half your Warpriest level for 1 round as a swift action (are you sensing a theme here?), though Liberation and Luck are other fantastic ones, also activated as swift actions.

The last awesome thing about Warpriests is that their weapon damage dice with their Sacred Weapon is determined by an increasing progression based on their level or their weapon, whichever is better. This is more flavourful than it is powerful, but it has some neat applications. A high-level Warpriest with good Dexterity dual-wielding kukris could be quite fun, and surprisingly effective. Certain weapons that have interesting properties but poor damage may see some use here as well, such as a bill or scythe. I would be very interested in statting out a Warpriest built around shield bashes or armor spikes with this in mind, too. If you didn’t mind spending lots of money on ammunition, you could even make a badass shuriken Warpriest.

In short, this class is stupid, stupid powerful. Between swift action stuff all over the goddamn place, a very solid spell progression and a functionally full Base Attack Bonus, the Warpriest shrugs nonchalantly when a Fighter boasts about their Weapon Specialization and Weapon Training. They chuckle audibly when the Ranger proudly mentions their ability to cast spells that supplement their combat prowess. They quirk an eyebrow at the Paladin who declares himself the ultimate divinely-powered warrior. They scoff openly when the Magus declares herself the best at combining spellcasting with combat. In other words, these guys are kind of overpowered, and probably need a solid whack from the nerf bat.

—————————————————————————————————————————–

Well, that’s it for my analysis of the new revision of the playtest! Go try out your favourites, and happy gaming to you.

Uni

Unithralith’s Digital Pathfinder Character Sheets

Unithralith’s Digital Pathfinder Character Sheet Download

At long last, my character sheets are finally done. I encourage you to comment, make suggestions, and ask questions; I’m happy to help. If desired, I can always upload a sample character sheet to show how I’m using the different fields, and thus how I intended them to be used. I did my best to ensure that everything is functioning as intended, but there may still be one or two things I don’t have set up quite right… let me know if you find anything isn’t working correctly.

These are meant (and optimized) to be viewed at 100% zoom.

Overview of Special Features

Stats and Combat:

  • Calculates speed and run multipliers based on load, armor and base speed
  • Calculates ability modifiers based on total ability scores
  • Inputs iterative attacks into your Base Attack Bonus
  • Calculates maximum dexterity bonus and adjusts AC accordingly
  • Pulls ability score modifiers for associated saves and armor class totals
  • Includes Base Attack Bonus in CMB and CMD
  • Includes a section for typing in values of temporary DR (such as Stoneskin or Defending Bone), and amount remaining

In the character window, you now choose your class’ good and bad saves, and what the base attack progression is; from there, it calculates and sums what your combined BaB and base saving throws are across all classes. Never look up a BaB or save progression chart again!

Skills Section:

  • Calculates Armor Check Penalty and applies it to skills, based on load carried and armor (excepting shields)
  • Inputs appropriate ability modifier based on skill
  • Determines your maximum number of skill ranks and indicates through highlighting whether you have spent too many or too few
  • Highlights other miscellaneous mistakes related to skill rank allocation
  • Includes checkboxes to indicate when a skill is a class skill; appropriately applies +3 bonus when 1 rank is applied

Feats, Class Features, and Special Abilities:

  • Favored class bonus skill points automatically applied to skill point total

Equipment:

  • Shows total weight carried based on a per piece and quantity of each item on your person
  • Calculates weight of all coin carried
  • Calculates full value of coin carried in gp
  • Calculates carrying capacity and loads based on Strength score and size

Spellcasting:

  • Calculates pages used in spellbooks after user selects the book in a dropdown menu
  • Sums total number of spell slots based on base spells and bonus spells
  • Calculates spell ranges based on caster level
  • Calculates base save DCs for spells
  • REST button clears out used spell slots

Animal Companion:

  • As the relevant sections from base sheet

Bag of Holding / Party Resources:

  • Compares bag capacity to weight carried and highlights if in excess
  • Sums weight and total value of coinage, as equipment page
  • Calculates the gold / magical components each character in the party is entitled to, assuming even split

If I remember anything else, I’ll be sure to update. I hope you guys enjoy it; it was a lot of work!

Unithralith

Custom Digital Character Sheets Coming!

Hey guys,

I know I’ve been silent for a little while, but I’ve been working on creating a fully custom-designed, excel-based character sheet to view and use on your laptop computer.

I noticed a little while ago that everyone at our game table brought a laptop with them, which got me thinking… we should join the 21st century and start using digital sheets! No more fussing with dry-erase markers, wearing through sheets through over-enthusiastic eraser use, or losing them in the inevitable sea of empty Cheetos bags and Mountain Dew bottles.

Most of my fellow players at my table are already using my current character sheet model, but I’m not quite happy with it yet (I tend to be a bit of a perfectionist when it comes to this sort of thing). I have a couple more things I want to add, and then I will post it. It should be up early this week sometime… maybe even today, if I find the time.

Cheers,

Uni

Eldritch Blade Magus Archetype

Hello again everyone!

I love sorcerers, and I love magi. I like the idea of a character that wields power with their sheer force of will, fueled by their passions and instincts. Sorcerers often tend to have destructive leanings, focusing more on damage dealing than controlling. Magi have much the same leaning, with a few movement based and defensive spells thrown in. So I thought, why not combine them? I did, and here are the results.

Given time, I’d probably try to find a more elegant way to handle multiclassing than outright barring eldritch blades from taking levels in sorcerer and vice-versa, but it’ll do as a first draft.

Hopefully you enjoy it. As always, feedback is welcome and encouraged.

Tally-ho!

Unithralith

Eldritch Blade Magus

A rare few magi carry the power of magic in their blood, rather than in their books and minds. These magi, who refer to themselves as eldritch blades, can often trace their lineage back to magical progenitors from whom they inherited their magical abilities. Others are a result of an inborn knack for the arcane, and the strength to bend such powers to their will. Whatever the source, an eldritch blade’s magical abilities are somewhat weaker than those of a focused sorcerer, but they make up for their shortcomings by supplementing their magic with martial skills, combining them into a deadly hybrid that makes them something altogether different. Many sorcerers look down on eldritch blades, seeing them as inferior pretenders struggling to compare to their majesty, often referring to them derogatorily as “thinbloods”.

Special: An eldritch blade can never take levels in sorcerer, and a sorcerer can never take levels in eldritch blade.

Sorcerous Casting:

An eldritch blade casts arcane spells drawn primarily from the magus spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, the eldritch blade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch blade’s spell is 10 + the spell level + the eldritch blade’s Charisma modifier.

Like other spellcasters, an eldritch blade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is equal to the magus’ spells per day. In addition, he receives bonus spells per day if he has a high Charisma score.

An eldritch blade’s selection of spells is extremely limited. An eldritch blade begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new eldritch blade level, she gains one or more new spells, as indicated on the chart below.

Upon reaching 5th level, and at every third eldritch blade level after that (8th, 11th, and so on), an eldritch blade can choose to learn a new spell in place of one she already knows. In effect, the eldritch blade loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An eldritch blade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

In addition, an eldritch blade uses her Charisma modifier in place of her Intelligence modifier for all magus arcana abilities that are normally affected by their Intelligence modifier.

This ability supersedes and replaces magus spellcasting.

Table: Eldritch Blade Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 3 2
2nd 4 2
3rd 4 3
4th 4 3 1
5th 4 3 2
6th 5 3 3
7th 5 4 3 1
8th 5 4 3 2
9th 5 4 3 3
10th 6 4 4 3 1
11th 6 5 4 3 2
12th 6 5 4 3 3
13th 6 5 4 4 3 1
14th 6 5 5 4 3 2
15th 6 5 5 4 3 3
16th 6 5 5 4 4 3 1
17th 6 5 5 4 4 3 2
18th 6 5 5 4 4 3 3
19th 6 5 5 4 4 4 3
20th 6 5 5 4 4 4 4

Eschew Materials:

An eldritch blade gains Eschew Materials as a bonus feat at 1st level.

Thinblood:

At 1st level, the eldritch blade selects one bloodline from the list of sorcerer bloodlines. They receive bonus spells from that bloodline. They receive the 3rd level bonus spell at level 3, 5th at level 5, 7th at level 8, 9th at level 11, 11th at level 14, and 13th at level 17. They receive none of the other benefits of this bloodline.

Arcane Pool:

An eldritch blade’s arcane pool has a number of points equal to 1/2 his eldritch blade level (minimum 1) + his Charisma modifier. Except as noted above, this otherwise functions as the magus’ arcane pool class feature.

Bloodline Initiate:

At 4th level, the eldritch blade receives the Bloodline Arcana of their chosen bloodline. This ability replaces Spell Recall.

Bonus Feats:

At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed under their bloodline’s bonus feats. This replaces the standard magus bonus feats.

Bloodline Adept:

At 11th level, an eldritch blade receives a 9th level or lower bloodline power from her bloodline that she does not already have. In addition, she can use any standard action bloodline power as if it were a magus spell for the purposes of the spell combat and spellstrike class features. This ability replaces Improved Spell Recall.

Bloodline Master:

At 19th level, an eldritch blade receives a 15th level or lower bloodline power from her bloodline that she does not already have. This ability replaces Greater Spell Access.

Pathfinder Multiclassing and You: A How-to Guide

Multiclassing can be a fun, rewarding way to make a unique and interesting character.  It’s fun coming to the game table and having other players say “you’re a WHAT? Wow, that’s really weird / strange / cool / awesome / h4x0rz.” There are tricks to doing it successfully though, and it’s important to remember them, in order to optimize a character’s effectiveness.

Mind Your Base Attack Bonus (BAB) and / or Spellcasting Progression:

This is the biggest and most important part of multiclassing. First decide whether your character is going to be primarily focused on spellcasting or on combat (ie. melee, unarmed, ranged). It is usually better to pick one or the other instead of trying to be good at both, as usually you’ll end up a wishy-washy mix of “meh” (with a few exceptions).

Base Attack Bonus:

If you aren’t careful, you can run into some major problems even with classes that sound like they’re made to play well together. Let’s take the example of a multiclass Rogue 5 / Assassin 1 / Red Mantis Assassin 1. Sounds good, right? They all have a decent BAB, they’re all sneaky, they all throw sneak attack dice… so what’s the problem, you ask? The problem is that at level 7 you have a +3 BAB; that’s the equivalent of a single-class Wizard of your level! And that same Wizard will STILL be at your BAB NEXT level, too! Not to mention most Red Mantis Assassins are dual-wielding, which hurts your already ailing attack bonus even further. Keep in mind that this problem will get better over time as you take more levels in both of your prestige classes, but that could be a painful process considering how shoddy your BAB is.

I know what you’re thinking… “but Uni, where did I go wrong??” Well my friend, where you went wrong was in not watching your BAB. Let’s look at the progression of a Medium BAB for a moment:

  • 1: +0
  • 2: +1
  • 3: +2
  • 4: +3
  • 5: +3
  • 6: +4
  • 7: +5
  • 8: +6
  • 9: +6
  • etc…

Okay… so as you can see, at levels 1, 5, and 9, you’re losing out on a BAB. The problem with the build above is that for every 1 level you throw into another Medium BAB class, your attack bonus (and progression towards another iterative attack) stagnates. Likewise, from a BAB standpoint, you picked the WORST possible time to take a new class on a combat focused character, because you stopped taking levels in your current class just as you lost another BAB. The black bolded levels illustrate the ideal time to multiclass for a combat focused character; the level BEFORE you lose another BAB progression (marked in red). Unfortunately, most prestige classes require that you be at least level 5 to gain entry, so that means unless we want to start hurting our BAB, we have to wait until we have 8 levels of rogue under our belt before we start throwing in levels of Assassin or Red Mantis Assassin.

The previous character was an example of a medium BAB class multiclassing to a different medium BAB class; there are other cases where you can create very powerful multiclass melee characters by taking four or so levels of a medium BAB class to supplement a full BaB class. A multiclass Ninja 4 / Paladin 6 for example, is only losing a single point of BAB while gaining better skill points and skills access, 2d6 Sneak Attack, two ninja tricks and a ki pool that allows them to make extra attacks or go invisible. Plus, he’s a Paladin AND a Ninja! How is that not awesome? He’s practically Batman! If you’d rather not slow down your Paladin progression by that much, two levels of Ninja will still net you 1d6 Sneak Attack, a Ki Pool, better skills and a Ninja Trick.

You can pull a similar trick by throwing 4 levels of Alchemist on your Fighter or Barbarian, giving you a mutagen and some solid self-buffs (and maybe sneak attack if you take the Vivisectionist archetype). Magus can be a great dip as well, though you’ll want to make sure you keep your off-hand free so you can make use of your Spell Combat ability.

Combining multiple full BAB classes is a far simpler process. Want to take a level of Barbarian or Ranger on your Fighter? Go for it! How about some Paladin thrown onto your Cavalier or Samurai? Why not? Because of the way Flurry of Blows scales, a monk could also be considered a full BAB class for most purposes as well. In fact, a monk dip can lead to some very powerful and unique characters indeed.

Spellcasting:

Multiclassing on a primary spellcaster (a character with spells that go up to 9th level and isn’t worried about physical combat) is tricky business. Your greatest strength (arguably your only strength in many cases) is your spell progression and access to spells of ever-increasing power. If you multiclass, you usually lose far more than you gain, unless you take a prestige class that also grants you spell progression. For that reason, certain prestige classes stick out as far better options than others, listed below.

  • Bloodmage
  • Cyphermage
  • Magaambyan Arcanist
  • Diabolist
  • Veiled Illusionist
  • Hellknight Signifer
  • Harrower
  • Genie Binder
  • Loremaster

That’s all the full spellcasting progression prestige classes. There are a few other ones that could be worth playing that you only lose one level of progression for, but any more than that is generally too great a sacrifice. Arcane Archers, Eldritch Knights and Arcane Tricksters are decent prestige classes as well, but they aren’t really fully spellcasting focused per-se, especially in the case of the Arcane Archer.

Additional Factors:

  • Look at the skills available to the classes you’re multiclassing into; combining full BAB classes to open up new skills can be quite helpful to some characters
  • Think carefully about which class to take levels in first if you’re planning on combining multiple base classes to better meet early feat prerequisites
  • Combining multiple base classes can give a great boost to a character’s saving throws, especially in the case of the Monk or Paladin
  • Watch for the levels at which you gain important class abilities, and plan accordingly (eg. A level 5 Fighter gets access to Weapon Training, a level 2 Paladin gets Divine Grace, a level 4 Monk gets Ki Pool, etc)
  • Take note of the most important ability scores of your primary class, and look for other classes that share that class’s primary scores and strengths (eg. Paladin and Ninja both rely on Charisma, and Strength based Ninjas are not uncommon)

Thus concludes my basic guide to building Pathfinder multiclass characters. Good luck, and happy gaming!

Unithralith