Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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Selvokaz Nov 3, 2021 @ 9:52am
Wanted to talk about Arcane Enforcer the Slayer archetype
First off, cudos to the guy who designed this subclass, because it is Amazing, particularly as a archer.

1.) Skill Points. You get 4 Skill Points per lv, before Int and racial modifiers. I decided to make my Trickster Path MC a Human Arcane Enforcer, between Humans bonus skill points and Faster Learner she was able to master 7 skills I believe (The 7th skill is Stealth and it isn't maxed rank but she gets a extra skill point every other level to put into it.) Very much worth it feel like a natural fit. (base int 16) So high marks from me in this regard.

2.) Full BAB. One thing I noticed about this game is because of the enemies absurd highly AC's having Full BAB is highly underrated it seems among the community. Yes I agree targeting touch AC is the better choice, but more on that later. There maybe a reason why it's under valued though, I recently have come to the conclusion that some feats are in fact traps for certain builds in that they contribute to the enemy more than they do to you. In the case of the Archer build, it's Deadly Aim. For every 4 BAB you get, you lose a accumulative -1 to hit in exchange for +2 Damage, or in the case of Mythic Deadly Aim +3. Sounds good on paper but you have to remember this is a owlcat game. Hitting is more valuable than extra damage in this game, the extra damage you get from MDA at 14th lv is +12 i believe, the extra damage you get from Elemental Barrage before going into the abyss which is around 14 lv is 4d6 on average that's 12 points of divine damage, thing is the former has a -4 to hit, while the later does not. You're actually better off looking for extra damage dice than taking penalties to hit. Arcane Enforcer has some extra though, it's special abilities that it borrows from Arcanist are pretty much all ranged Touch Attacks... yes, you heard me Touch AC on a Full BAB class, which means at around 14 lv you could roll a 4 and probably still hit most creatures Touch AC. That's insanely good.

3.) Special Abilities: These guys, get it all, screw you're spells, say no to spell-like abilities, these guys make all their mimicked spells into Supernatural Abilities. Do you know what that means, it means NO SR applies to any of their copycat abilities. Force Strike, Force Effect SNA with Full BAB, means it's going to hit, unless that person is immune to magic missile. Lightning Lance, its going to hit, no SR going to stop that thing. But wait how does this make them good archers you might ask? Dimension Slide a short range Dimension Door,. Enemy got you surrounded, no problem Dim Slide 30ft out of their reach, need to get to a high ledge but dont have athletics to make the climb, no problem Dim Slide right on up there, now you have the high ground and can rain down death from above, only cost 1 point to use. All these lower level abilities only cost 1 point to use and you get a good number of points, 3 + your Arcane Enforcer level, but wait there's more. They get several defensive Supernatural abilities, Mage Armor which if used twice in a row also gives Shield of Faith, why is this good well one Archmage Armor works with their SNA Mage Armor ability, meaning you don't have to wear any armor at all, and be a light weight archer which i presume most skill monkey archers like me like, and of course your caster lv is equal to your class level so its going to last and awhile, and the shield of faith ability should you use it gets better as you get higher lv, so its good until you find a high level ring of protection. Energy Resistence, 10 + 5 per 5 lvs making at 30 at 20th lv, can be really useful if you know what's coming up ahead and prepare for it, last a good amount of time too. Spell Resistance, this one im on the fence about, best left until you able to get the higher level version which requires you get the lower level version first, its just that the caster lv of enemies you're going to face is high, so i have no doubt they'll beat your SR, even the higher level one which is 11 + your class level.

4th.) Sneak Attack: Yes it's not full Sneak Attack, but its potentially 7 SA with FULL BAB, that's a huge plus. If the enemy is flanked you automatically study your opponent if you manage to hit and gain sneak attack.

5th.) Slayer/Rogue Talents: So, Combat Style, and Combat Feat are talents, and they get these every 2 or so levels? Yes please, so you definitely wont be hurting for feats, and with rogue options like Opportunist, and Dispelling Attack, i mean this is the anti mage killer.

Companion Options: Woljif, come on, it's almost a no brainer to me now that i've discovered how good this thing is. After 4 lvs of Eldritch Scoundrel this is definitely one of the better options for him to jump into, especially on the Archer side of things. You get bonus feats to help him catch up build wise, continue to gain sneak attack, still has good skill points, better BAB, HP, and saves. Supernatural Abilities so you dont have to worry about SR. He's definitely a option for it. Regill definitely fits his style, not for archery, but for two weapon fighting heck yeah, and he gains a few tricks to add along side it, with his built in frighten ability from Hellknight, you could use Arcane Enforcer to gain bonus feats to get him rolling on the Deadly Carnage path, and of course sneak attack without dropping his high BAB or hit points. Succubus Girl also fits into probably better than the other two candidates.

the only fault i have with it is its low fort, build these guys as archers though and just watch people die, if you're a trickster get a good multi-elemental bow and elemental barrage things into oblivion.
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corisai Nov 3, 2021 @ 10:36am 
Dunno, dunno.
If you want tons of attacks - nothing could compare with monk.
If you want hit anything reliably - then either full magus (dimensional strike!) or rowdy-based one-hit-killer.
And if I remember correctly - no good party-wide class buffs from Arcane Enforcer. No pet from ranger-based archer is also a big downside. Plus ranger is not so useless like archers - he would buff party too.

Spells without SR seems nice but elemental attacks are subject to resistances and wasting mythic feats on piercing those resistances for non-full caster is O_O

P.S. If Owlcats still not fixed it - you can trigger Archmage Armor on anyone using cheap Mage Armor potion.
Last edited by corisai; Nov 3, 2021 @ 10:36am
Mr.Snrub Nov 3, 2021 @ 10:41am 
Here's alternative build for you consideration. Fighter 20 lvl.
dwarner (Banned) Nov 3, 2021 @ 10:59am 
Originally posted by Selvokaz:
First off, cudos to the guy who designed this subclass, because it is Amazing, particularly as a archer.

1.) Skill Points. You get 4 Skill Points per lv, before Int and racial modifiers. I decided to make my Trickster Path MC a Human Arcane Enforcer, between Humans bonus skill points and Faster Learner she was able to master 7 skills I believe (The 7th skill is Stealth and it isn't maxed rank but she gets a extra skill point every other level to put into it.) Very much worth it feel like a natural fit. (base int 16) So high marks from me in this regard.

2.) Full BAB. One thing I noticed about this game is because of the enemies absurd highly AC's having Full BAB is highly underrated it seems among the community. Yes I agree targeting touch AC is the better choice, but more on that later. There maybe a reason why it's under valued though, I recently have come to the conclusion that some feats are in fact traps for certain builds in that they contribute to the enemy more than they do to you. In the case of the Archer build, it's Deadly Aim. For every 4 BAB you get, you lose a accumulative -1 to hit in exchange for +2 Damage, or in the case of Mythic Deadly Aim +3. Sounds good on paper but you have to remember this is a owlcat game. Hitting is more valuable than extra damage in this game, the extra damage you get from MDA at 14th lv is +12 i believe, the extra damage you get from Elemental Barrage before going into the abyss which is around 14 lv is 4d6 on average that's 12 points of divine damage, thing is the former has a -4 to hit, while the later does not. You're actually better off looking for extra damage dice than taking penalties to hit. Arcane Enforcer has some extra though, it's special abilities that it borrows from Arcanist are pretty much all ranged Touch Attacks... yes, you heard me Touch AC on a Full BAB class, which means at around 14 lv you could roll a 4 and probably still hit most creatures Touch AC. That's insanely good.

3.) Special Abilities: These guys, get it all, screw you're spells, say no to spell-like abilities, these guys make all their mimicked spells into Supernatural Abilities. Do you know what that means, it means NO SR applies to any of their copycat abilities. Force Strike, Force Effect SNA with Full BAB, means it's going to hit, unless that person is immune to magic missile. Lightning Lance, its going to hit, no SR going to stop that thing. But wait how does this make them good archers you might ask? Dimension Slide a short range Dimension Door,. Enemy got you surrounded, no problem Dim Slide 30ft out of their reach, need to get to a high ledge but dont have athletics to make the climb, no problem Dim Slide right on up there, now you have the high ground and can rain down death from above, only cost 1 point to use. All these lower level abilities only cost 1 point to use and you get a good number of points, 3 + your Arcane Enforcer level, but wait there's more. They get several defensive Supernatural abilities, Mage Armor which if used twice in a row also gives Shield of Faith, why is this good well one Archmage Armor works with their SNA Mage Armor ability, meaning you don't have to wear any armor at all, and be a light weight archer which i presume most skill monkey archers like me like, and of course your caster lv is equal to your class level so its going to last and awhile, and the shield of faith ability should you use it gets better as you get higher lv, so its good until you find a high level ring of protection. Energy Resistence, 10 + 5 per 5 lvs making at 30 at 20th lv, can be really useful if you know what's coming up ahead and prepare for it, last a good amount of time too. Spell Resistance, this one im on the fence about, best left until you able to get the higher level version which requires you get the lower level version first, its just that the caster lv of enemies you're going to face is high, so i have no doubt they'll beat your SR, even the higher level one which is 11 + your class level.

4th.) Sneak Attack: Yes it's not full Sneak Attack, but its potentially 7 SA with FULL BAB, that's a huge plus. If the enemy is flanked you automatically study your opponent if you manage to hit and gain sneak attack.

5th.) Slayer/Rogue Talents: So, Combat Style, and Combat Feat are talents, and they get these every 2 or so levels? Yes please, so you definitely wont be hurting for feats, and with rogue options like Opportunist, and Dispelling Attack, i mean this is the anti mage killer.

Companion Options: Woljif, come on, it's almost a no brainer to me now that i've discovered how good this thing is. After 4 lvs of Eldritch Scoundrel this is definitely one of the better options for him to jump into, especially on the Archer side of things. You get bonus feats to help him catch up build wise, continue to gain sneak attack, still has good skill points, better BAB, HP, and saves. Supernatural Abilities so you dont have to worry about SR. He's definitely a option for it. Regill definitely fits his style, not for archery, but for two weapon fighting heck yeah, and he gains a few tricks to add along side it, with his built in frighten ability from Hellknight, you could use Arcane Enforcer to gain bonus feats to get him rolling on the Deadly Carnage path, and of course sneak attack without dropping his high BAB or hit points. Succubus Girl also fits into probably better than the other two candidates.

the only fault i have with it is its low fort, build these guys as archers though and just watch people die, if you're a trickster get a good multi-elemental bow and elemental barrage things into oblivion.

Yeah, they're great. Wooden Flesh gives immunity to mind affecting. Dimensional Slide is the best one tho.
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Date Posted: Nov 3, 2021 @ 9:52am
Posts: 3