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Class: Sorcerer 20
Bloodline: Draconic (either Red/Gold for Fire, or Blue/Bronze for Electricity)
STR: 7
DEX: 20
CON: 13
INT: 7
WIS: 7
CHA: 20
Ability Increases from Level: All to Cha
Ability Increases from Items: Belt to Dex, Headband to Cha
Skills: Since you always get a minimum of 1 skill point, you can safely dump Int and still max one skill, the most important one for main character: Persuasion. You also get class and race bonuses to it, for a total of +11 Persuasion at level 1.
Feats:
Level 1: Spell Focus: Evocation, Spell Specialization: Burning Hands (or Shocking Grasp if you went electric, but ymmv).
This should get you 5 casts of Burning Hands per day, each at 3d4+3 damage. Enough to wipe prologue encounters.
Afterwards get Combat Casting, Greater SF, Elemental SF (your element), Metamagic: Empower, Metamagic: Maximise, Spell Penetration, Improved Initiative.
Always Specialize in your best damage spell of your element, if a spell level doesn't have a good spell fill it with metamagicked lower level spells.
Fire is great for early levels, but late game lightning is awesome due to Chain Lightning (nuke without friendly fire). There is no Meteor Swarm, so use those 9th level slots for Maximised Chain Lightning or fire equivalent.
In general stay away from multiclassing and PRCs, unless the PRC is with full caster progression, and losing caster levels is always bad, but doubly so for a sorcerer who is already a level behind Wizard in spell progression. You will also lose out on bloodline bonuses, which by themselves can be almost as good as a PRC.
Good option for multiclassing:
Sorcerer 9/Vivisectionist 1/Arcane Trickster 10
With Accomplished Sneak Attacker feat and Sense Vitals spell, this adds 12d6 damage to your spells. Moreover, this damage is of the same type as the spell, so benefits from Draconic Bloodline Arcana (i.e. becomes 12d6 +12).
Sneak Attack damage can be applied by ranged touch attack spells (rays, orbs etc.). Furthermore, AT capstone "Surprise spell" applies sneak attack on AOE spells when enemies are flat-footed. Hint: You being invisible makes enemies flat-footed in this game, so Greater Invisibility is your friend, along with Surprise Rounds.
One level in Magus will let you cast arcane spells in Light Armor without spell failure; however, that is hardly worth losing a Sorc level. Might be worth it for a Wizard, to also grab a Draconic Bloodline from Eldritch Scion.
Items: Apart from the usual (bonuses to CHA and DEX, +saves etc.), look for bracers of armor, metamagic rods (especially empower and maximize), anything that boosts your sell damage or DC. Bear in mind that you get natural armor from bloodline, so amulet slot can be used for something else.
Arcane Trickster says hi. It does, in fact, have full caster progression unless they changed it from tabletop to this game.
You can sack 1 level of Sorc for 1 level of rogue, take accomplished sneak attacker, qualify for Arcane Trickster, and come out as a 19th level spellcaster with 7d6 sneak attack. This makes you a lot better at burst damage in the long run, especially with rays. (Rays are apparently borked with sneak attack damage here: each ray applies sneak attack, not just the first ray.)
Dual Wield Daggers
Human
8 Str 18 Dex 12 Con 10 Int 18 Wis 8 Cha
Increase Dex with level ups. Wear bracers instead of armor. Wear +dex and +wis gear for AC bonuses. Finesse Training Daggers for Dex bonus to damage. Knife Master for D8 sneak damage. Fighter level is for 1 additional BAB and Feat.
Skills: Athletics, Mobility, Trickery, Stealth, Lore Nature, Perception
Main Feats: Dodge, Two-Weapon Fighting line, Improved Crit, Crit Focus, Crane Style
It is my most consistent melee damage dealer and at level 5 catches up with the AC of a custom min-maxed Tower Shield Specialist. At higher levels pulls ahead with better AC while maintaining excellent damage output.
Human +2 Int
10 STR
16 DEX
12 CON
20 INT (+2)
10 WIS
7 CHA
Ability increases: All to INT
INT headband, DEX belt
Discoveries:
2nd Precise Bombs (free)
2nd Explosive Bombs
4th Tanglefoot Bombs
6th Choking Bombs
8th Fast Bombs
10th Blinding Bombs
12th Infusion
14th Force Bomb
16th Greater Mutagen
18th Grand Mutagen
20th Capstone
past fast bombs the order doesn't matter, take whatever bomb discoveries you think are cool. Infusion you can get sooner or later, you dont really need it til you get to your level 4 and 5 formulas really.
Feats:
1st Point Blank Shot
Human Precise shot
3rd Rapid shot
5th Whatever the +2 bomb DC feat is
7th Two Weapon Fighting
9th Weapon focus: Bombs
11th Improved Critical: Bombs
13th Improved TWF
15th Greater TWF
17th Extra Bombs
19th Extra Bombs
Im assuming Two weapon fighting still works with fast bombs as they do in the pnp game, I have no reason to believe they dont. This allows alchemists to put out some of the highest DPR in the entire game while inflicting very very severe debuffs at a rediculously high DC the only downside is it can burn through your resources super fast if you arent conservative enough with them.
Explanation: Early game you will be outdamaging your allies in aoe fights. Late game you will also be outdamaging your allies in both single target and aoe fights because youll be throwing up to 6 bombs a round, often ending encounters in the first round of combat.
In some fights you will need to conserve bombs, because just because you can throw 6 bombs in a round, doesnt mean you should, it just means you can in case of fights where things get too hot to handle.
So as someone who has been playing an alchemist and am almost level 11 I will share my experience.
Two Weapon Fighting 100% doesnt work with bombs, and from what I can tell Rapid shot also doesnt work so you can just remove those 2 feats entirely. (I think Rapid shot may just be a unintended glitch, but I doubt 2 weapon will be).
Explosive bombs while good are a waste at level 2, you actually need acid bombs for numerous encounters thanks to fire resistant (a lot of stuff).
You will want Infusion early, like literally first Discovery early. The ability to use spells on others, namely heals for levels 1-3 is paramount for not wasting tons of time resting. Barkskin is also great as a further buff early for all your melee, etc. You are both the main damage dealer, early on the main healer, and also one of the main buffers for your party.
Explosive bombs are still great though so you probably want them "early" also. So something like Infusion, Acid, Explosive, Fast are probably your first 4, really sucks, but sorta of necessary.
This is actually my pathfinder society character I use in the pnp game, where rapid shot and TWF absolutely work with bombs, but only if you take the 'fast bombs' discovery which allows you to create as many bombs as you want in a round, allowing you to treat them like a one-hand range weapon. It definitely works with rapid shot, and Im hoping they coded it to work with TWF as well, which is how it is supposed to work.
I am telling you they DO NOT work in the GAME. We are not talking about the pathfinder tabletop where they do work like you said.
For the Champion of Debilitation, DEX applies to attack (weapon finesse) and damage (weapon training). CHA applies to all saves (Paladin 2) and Persuasion which is necessary for debuffs.
For the sorcerer build DEX applies to AC/Ranged Touch Spells while CHA is their main casting attribute.
This is why I will never play with Alchemists. For starters, save the vivisectionist they are a confused class. The Mutagen is pretty much at odds with a bomb build. Also, they tend to burn through resources very fast. This leads to tedious micromanaging or an imbalance of being worthless most fights and outrageously op. For this game, I think the most optimized builds are those that can consistenly contribute across a long adventuring day (pretty much martial classes). This is due to the time limit on many events.
4 Knife Master rogues (max dex, dump cha/wis) aasimars with +2dex+2cha. Can work on other races too, but aasimar get wings for +3 AC.
Feats on them: Martial Weapon Proficiency, Weapon Focus: Kukri, Combat Reflexes, Two Weapon Fighting, Improved Two Weapon Fighting, Precise Strike, Double Slash, Improved Critical: Kukri, (From here on, I aim to get Dispelling strikes, cripling strikes wings...)
The Fun Feats: Outflank, Sieze the Moment, Oppurtunist.
Now how this game handles it, is two chars attacking 1 target means all the attacks are sneak attacks. With all the feats and rogue abilities, these fellows, even on rogue BAB hit most of their attacks. And whenever any of them crits (15-20 threat range!), all others get an attack of oppurtunity. Whenever one hits an enemy, another gets an attack of oppurtunity. Whenever another guy crits, they get another attack of oppurtunity. And every. Single. Attack. Is a full sneak attack.
This is backed by two Vivisectionist Alchemist archers, who also always sneak attack with their bows if they shoot at a target being attacked by two other characters in melee. They also provide handy buffs for when your rogues just don't have enough AC to stand up in the frontline in the form of Infusion, where they can give out shield, barkskin, stoneskin, heroism, displacement, haste, you name it.
To give a sense of how good this works: This party killed the Troll King boss in 1 turn on Hard.
This sounds awesome but I think you would've benefitted a lot from diversifying your rogues. For instance, have one that 2-Hands an Elven Curved Blade, another Rapier, perhaps have a thug or two and focus on Shatter Defenses / Cornugon Smash for an ultimate debuff. I imagine it will be difficult to find 8 decent Kukri's. But that party comp does sound ridiculous. How do you handle healing? Just buy a ton of potions?