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Just as an appendum to my seinsei/archeo build request...I did some quick testing and appears the game does indeed "stack" the seinsei inspire courage party buff and archeologist luck in a way...like if I have 5 levels in archeologist but only 1 level of seinsei I can hit inspire courage and everything in party gets a +2 attack bonus as if I was a "real" non archeologist bard. If I have lingering performance I can toggle it off and proceed and use archeologist luck for an additional +2 bab bonus for just the bard, at level 6: 1 level seinsei/ 5 archeologist...so cheesy, and makes sense to go deeper in bard. Also this effect seems not to work in reverse (level 5 sensei/ level 1 archeologist).

So I guess the best way is 1 level dip into seinsei, then go full on archeologist/ dragon disciple/ ek build? Cause I am going to get inspire courage buff on archeologist+monk wis bonus to ac just by that. now the question is wether to go mad and high dex to dual wield as str boni are there from dd.
Trip Alch variant for ottffss1

Race: Tiefling(Motherless)

Alignment: LG

Stats:
Str: 18 > 22
Dex: 14
Con: 12
Int: 12
Wis: 17 > 18 @20
Cha: 7

Final Build: Monk(Sensei) 1/ Alchemist(Vivisectionist) 12 / Bard(Archaeologist) 2 / Dragon Disciple 4

Main skills: Mobility 3, Persuasion (Max),
Suggested secondary skills: Perception (Max), Trickery(Spare)

Detailed leveling breakdown:
Lvl 1: Monk - Dodge // Crane Style
Lvl 2: Alchemist
Lvl 3: Alchemist - Combat Expertise(+2 int item) // Feral Mutagen
Lvl 4: Alchemist
Lvl 5: Alchemist - Trip // Combat Trick > Outflank
Lvl 6: Alchemist
Lvl 7: Alchemist - Crane Wing // Feral Wings*
Lvl 8: Alchemist
Lvl 9: Sword Saint - Dazzling Display // Chosen Weapon: Fauchard
Lvl 10: Alchemist - Combat Trick > Shatter Defenses
Lvl 11: Alchemist - Greater Trip
Lvl 12: Alchemist - Crippling Strike
Lvl 13: Alchemist - Improved Critical: Fauchard
Lvl 14: Alchemist - Greater Mutagen
Lvl 15: Bard - Fury’s Fall
Lvl 16: Dragon Disciple
Lvl 17: Dragon Disciple - Combat Reflexes** // Intimidating Prowess**
Lvl 18: Bard - Opportunist
Lvl 19: Dragon Disciple - Crane Riposte
Lvl 20: Dragon Disciple
*can be skipped in favor of Combat Reflexes. You decide. I prefer better AC ramp, as evident.
**can take power attack from bloodline and dreadful carnage here, if you really want to but I wouldn't. We are too strained already.

Alchemist Spells: True strike, Shield, Restoration(Lesser), Stat spells, Haste, Displacement, Heroism, Echolocation, Greater invis,
Magus Spells: True Strike
Bard Spells: Remove fear, Cure Light wounds, Vanish, Mirror Image, Sense Vitals, Glitterdust.

Gear: monk robes, fauchard(Mastery), stat items, cloak of winter wolf, opportunist’s boots

A variation of trip vivisectionist. Lots of AB, lots of bites good damage, loads of AoO’s and so on.

Can Dazzle himself, but prefers not to.
=======================

Likely won't be able to reply or fulfill any requests for a few days.
Post edited May 08, 2019 by InEffect
delete, i figured it out
Post edited May 12, 2019 by hazardster
avatar
InEffect: Trip Alch variant for ottffss1

Race: Tiefling(Motherless)

Alignment: LG

Stats:
Str: 18 > 22
Dex: 14
Con: 12
Int: 12
Wis: 17 > 18 @20
Cha: 7

Final Build: Monk(Sensei) 1/ Alchemist(Vivisectionist) 12 / Bard(Archaeologist) 2 / Dragon Disciple 4

Main skills: Mobility 3, Persuasion (Max),
Suggested secondary skills: Perception (Max), Trickery(Spare)

Detailed leveling breakdown:
Lvl 1: Monk - Dodge // Crane Style
Lvl 2: Alchemist
Lvl 3: Alchemist - Combat Expertise(+2 int item) // Feral Mutagen
Lvl 4: Alchemist
Lvl 5: Alchemist - Trip // Combat Trick > Outflank
Lvl 6: Alchemist
Lvl 7: Alchemist - Crane Wing // Feral Wings*
Lvl 8: Alchemist
Lvl 9: Sword Saint - Dazzling Display // Chosen Weapon: Fauchard
Lvl 10: Alchemist - Combat Trick > Shatter Defenses
Lvl 11: Alchemist - Greater Trip
Lvl 12: Alchemist - Crippling Strike
Lvl 13: Alchemist - Improved Critical: Fauchard
Lvl 14: Alchemist - Greater Mutagen
Lvl 15: Bard - Fury’s Fall
Lvl 16: Dragon Disciple
Lvl 17: Dragon Disciple - Combat Reflexes** // Intimidating Prowess**
Lvl 18: Bard - Opportunist
Lvl 19: Dragon Disciple - Crane Riposte
Lvl 20: Dragon Disciple
*can be skipped in favor of Combat Reflexes. You decide. I prefer better AC ramp, as evident.
**can take power attack from bloodline and dreadful carnage here, if you really want to but I wouldn't. We are too strained already.

Alchemist Spells: True strike, Shield, Restoration(Lesser), Stat spells, Haste, Displacement, Heroism, Echolocation, Greater invis,
Magus Spells: True Strike
Bard Spells: Remove fear, Cure Light wounds, Vanish, Mirror Image, Sense Vitals, Glitterdust.

Gear: monk robes, fauchard(Mastery), stat items, cloak of winter wolf, opportunist’s boots

A variation of trip vivisectionist. Lots of AB, lots of bites good damage, loads of AoO’s and so on.

Can Dazzle himself, but prefers not to.
=======================

Likely won't be able to reply or fulfill any requests for a few days.
Thanks a bunch! lovely! Just a question what is the concrete benefit of going vivisectionist up to 12 levels compared to an earlier breakpoint like say level 8 - which will be probably more realistic in game anyways with the leveling. Also after reaching character level 11 or so, so midgame can one switch to going 12 bard, 13 dd etc (the last 5 levels in the leveling breakdown) and delay the final vivesectionist levels up to until the very end?
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ottffss1: Thanks a bunch! lovely! Just a question what is the concrete benefit of going vivisectionist up to 12 levels compared to an earlier breakpoint like say level 8 - which will be probably more realistic in game anyways with the leveling. Also after reaching character level 11 or so, so midgame can one switch to going 12 bard, 13 dd etc (the last 5 levels in the leveling breakdown) and delay the final vivesectionist levels up to until the very end?
Efficiency curve is the answer. Greater mutagen is too good to pass if you are going for it at all. Also sneak dice are way more impactful when you lack other tools to ramp up the damage. Multi-classing in general should be done with a plan in mind. Trying to chase too many things at the same time inevitably will leave you behind.
You always can do things the other way or the way you find fun. I generally at least try to approach the builds from the position of efficiency, because character performance is a measurable scale, while RP/fun/etc ate not.
Hey!

How would you build around dual wielding bastard swords? I saw that the feat Effortless dual wielding was recently added and this sounds like a really cool character concept.

I was wishing this could be handled with maybe one or two classes, but I don't mind Min-Max if it really adds something notable to the build. I am willing to dump stats.

I have all the DLC. I was thinking that the build would be focusing on dealing damage rather than tanking. Lastly how horribly gimped I would be with such build as a damage dealer compared to, say, 2h fighter archetype?

Thank you!!

Edit: If other heavy one handed blades are clearly a superior choice for dual wielding compared to bastard swords I wouldn't mind changing them.
Post edited May 11, 2019 by P-Stache
Hello!

I feel like I have asked you for enough help but you have been such a great resource of knowledge when it comes to this things.

I would like help building an arcane crowd control / support for Hard mode. I would like to avoid Bard if possible and stick to wizards / sorceror...not sure if that is the best choice, just let me know.

I am confused as if my build should be 1 point in Undead or Serpentine Sorc (for additional control possibilities) and then the rest thassilonian lust or Sloth (Conjuration best CC?) or Pride? Just a regular specialist wizard? Is it better to just go Arcane/Sage Sorc for the additional +2 DC at level 15?

I'm also assuming gnome since they get a bonus to illusion magic? I think Will saves would be the easiest to beat in hard mode but I am not quite sure.

Any ideas?

In short. Can you please help build a CC / Support oriented Arcane build for hard mode that can as effectively as possible beat the higher DCs of enemies?

Regards,

Justin
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P-Stache: Hey!

How would you build around dual wielding bastard swords? I saw that the feat Effortless dual wielding was recently added and this sounds like a really cool character concept.

I was wishing this could be handled with maybe one or two classes, but I don't mind Min-Max if it really adds something notable to the build. I am willing to dump stats.

I have all the DLC. I was thinking that the build would be focusing on dealing damage rather than tanking. Lastly how horribly gimped I would be with such build as a damage dealer compared to, say, 2h fighter archetype?

Thank you!!

Edit: If other heavy one handed blades are clearly a superior choice for dual wielding compared to bastard swords I wouldn't mind changing them.
Fighter9/Vivisectionist 3/Stalwart1/monk1/Archaeologist2/DD4 probably.
13 starting dex, with +2 item will be able to pick twf, and then more as your items progress. Will ahve enough for 19 dex with +6 item which is not too far through the game. Mithral full plate, crane style and stalwart will help with the AC ramp and touch AC won't be too horrible.
Compared to 2HF it will have better touch AC and comparable damage output. Compared to what can be done with 2h non-fighters... eh. It's hard to compete with unarmored archetypes in general and with no spell ramp in particular
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Krowseph: Hello!

I feel like I have asked you for enough help but you have been such a great resource of knowledge when it comes to this things.

I would like help building an arcane crowd control / support for Hard mode. I would like to avoid Bard if possible and stick to wizards / sorceror...not sure if that is the best choice, just let me know.

I am confused as if my build should be 1 point in Undead or Serpentine Sorc (for additional control possibilities) and then the rest thassilonian lust or Sloth (Conjuration best CC?) or Pride? Just a regular specialist wizard? Is it better to just go Arcane/Sage Sorc for the additional +2 DC at level 15?

I'm also assuming gnome since they get a bonus to illusion magic? I think Will saves would be the easiest to beat in hard mode but I am not quite sure.

Any ideas?

In short. Can you please help build a CC / Support oriented Arcane build for hard mode that can as effectively as possible beat the higher DCs of enemies?

Regards,

Justin
Don't bother with extra affected targets. The DC loss is never worth it. Sage sorc will always be a better choice for CC(because of that evil profane staff). Ghosts in endgame can always be blasted with stormbolts if you have to rely on your mage for it.
If you want those for RP it doesn't matter either as your AC will never be good enough to weight in one or the other direction.
Post edited May 12, 2019 by InEffect
Also, Illusion is a bit of a trap school. Yes shadow evocation and Weird are great, but they also come pretty late in the game. Two entirely dead spell levels for DC casters (2 and 3) and spells that have double saves. Sure some of them are save or die effects, but if you are building a CC caster to play in a party, let your party members do the killing while you disable the whole battlefield.
Conjuration is the best school for CC, as it gets great spell progression (Grease>glitterdust, create pit> stinking cloud) and those spells stay relevant almost all game long with Heighten spell metamagic. On top of that you get access to summoning feats if you so wish. Ultimately you can take spell focus in a second school, but conjuration is the best early focus for CC.
If you play a CHA archetype you can also get into dazzling display to shake enemies and reduce their saving rolls, however you would rather have a party member do it for better action economy.
Post edited May 12, 2019 by volklore
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volklore: Also, Illusion is a bit of a trap school. Yes shadow evocation and Weird are great, but they also come pretty late in the game. Two entirely dead spell levels for DC casters (2 and 3) and spells that have double saves. Sure some of them are save or die effects, but if you are building a CC caster to play in a party, let your party members do the killing while you disable the whole battlefield.
Conjuration is the best school for CC, as it gets great spell progression (Grease>glitterdust, create pit> stinking cloud) and those spells stay relevant almost all game long with Heighten spell metamagic. On top of that you get access to summoning feats if you so wish. Ultimately you can take spell focus in a second school, but conjuration is the best early focus for CC.
If you play a CHA archetype you can also get into dazzling display to shake enemies and reduce their saving rolls, however you would rather have a party member do it for better action economy.
I'd say dazzling on a sorc is more to keep the rays relevant in endgame. Hit em once with a cantrip to shatter and blast their face off with a hellfire ray and whatnot.
Pits I am not too fond of as athletic DC's are laughably low.
Ok, so pure sage is best? I’m assuming this is better then arcane simply because of the new profane gear? Focus on conjuration? Needed items are the profane staff, anything +int, and Cloak of Sold Souls? Any dip in alchemist for mutagen or not worth it?
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Krowseph: Ok, so pure sage is best? I’m assuming this is better then arcane simply because of the new profane gear? Focus on conjuration? Needed items are the profane staff, anything +int, and Cloak of Sold Souls? Any dip in alchemist for mutagen or not worth it?
sold souls are not needed for conjueror.
gear is gonna be +4staff, +8hat, Ring of circumstances, +Stat belt. the rest is whatever you fancy. There are a few robes with metamagic attached.
Dips depend on your way of playing the class. I'd say dazzle/shatter is worth it no matter what. Those give you something to use when you have nothing better to do.
Vivisectionist 1 can be used for 2d6 sneak and a bit of dex in a pinch, but is not needed. Surely not needed before level 19. Spell progression is better than a bit of damage and dex.
human 7/14/14/19/7/16 is good enough spread
Post edited May 12, 2019 by InEffect
Ok, so the main difference between sage and arcane is the DC loss due to the profane staff?
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Krowseph: Ok, so the main difference between sage and arcane is the DC loss due to the profane staff?
yeah. Sage also gets more skills to play with
avatar
P-Stache: Hey!

How would you build around dual wielding bastard swords? I saw that the feat Effortless dual wielding was recently added and this sounds like a really cool character concept.

I was wishing this could be handled with maybe one or two classes, but I don't mind Min-Max if it really adds something notable to the build. I am willing to dump stats.

I have all the DLC. I was thinking that the build would be focusing on dealing damage rather than tanking. Lastly how horribly gimped I would be with such build as a damage dealer compared to, say, 2h fighter archetype?

Thank you!!

Edit: If other heavy one handed blades are clearly a superior choice for dual wielding compared to bastard swords I wouldn't mind changing them.
avatar
InEffect: Fighter9/Vivisectionist 3/Stalwart1/monk1/Archaeologist2/DD4 probably.
13 starting dex, with +2 item will be able to pick twf, and then more as your items progress. Will ahve enough for 19 dex with +6 item which is not too far through the game. Mithral full plate, crane style and stalwart will help with the AC ramp and touch AC won't be too horrible.
Compared to 2HF it will have better touch AC and comparable damage output. Compared to what can be done with 2h non-fighters... eh. It's hard to compete with unarmored archetypes in general and with no spell ramp in particular
avatar
Krowseph: Hello!

I feel like I have asked you for enough help but you have been such a great resource of knowledge when it comes to this things.

I would like help building an arcane crowd control / support for Hard mode. I would like to avoid Bard if possible and stick to wizards / sorceror...not sure if that is the best choice, just let me know.

I am confused as if my build should be 1 point in Undead or Serpentine Sorc (for additional control possibilities) and then the rest thassilonian lust or Sloth (Conjuration best CC?) or Pride? Just a regular specialist wizard? Is it better to just go Arcane/Sage Sorc for the additional +2 DC at level 15?

I'm also assuming gnome since they get a bonus to illusion magic? I think Will saves would be the easiest to beat in hard mode but I am not quite sure.

Any ideas?

In short. Can you please help build a CC / Support oriented Arcane build for hard mode that can as effectively as possible beat the higher DCs of enemies?

Regards,

Justin
avatar
InEffect: Don't bother with extra affected targets. The DC loss is never worth it. Sage sorc will always be a better choice for CC(because of that evil profane staff). Ghosts in endgame can always be blasted with stormbolts if you have to rely on your mage for it.
If you want those for RP it doesn't matter either as your AC will never be good enough to weight in one or the other direction.
Hey and thank you for suggestion!

If possible could you provide details like when should I take levels in other classes and what feats to select? Also what starting stats and race would be best suited for this build?

Thank you again!