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Krowseph: Couple questions. What does the 2 levels in archeologist get you? Also what would the stat distribution look like, seems like you would have to spread it but that should be offset but the shifting stats correct? Also, what would this characters role be before getting the shifting items? Does it attack with the natural weapons from feral mutagen?

I’m assuming once you can transform it would be buff up (mutagen, etc), shift, cast transformation?
Pretty much your standard melee distribution. something like
Str: 18 > 22
Dex: 14
Con: 12
Int: 12
Wis: 17 > 18 @20
Cha: 7
motherless would do.
And yeah you full buff, then shift then add legendary proportions(because of the quirky way it works it must be the last buff) and then transform. All your items, except for weapons and body armor will be melded into your form and you will get enchant bonuses.
Archaeologist gives you opportunist and UD. Nothing to scoff at.
It would get 1 less bite in humanoid form then more dedicated trip vivisectionist would, but 16 is needed to take transform and make shifted AB better.
You also will need an amulet of mighty fists to buff your natural attacks.
Hi InEffect, really nice you still have fun to play in a "build's construction" game:)
I asked you before in a different topic but maybe your opinion has been changed.
So could you please give me an example of DEX build for reliable tank \ decent DD \ some heal? The race is human.
I see it something like this:
one level is aldory defender or saint sword for weapon finesse
one level is scaled first for CHA to AC and Crane style
the rest are Hospitalier.
Or maybe you have a better idea for this.

Thank you in advance
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InEffect: Nah. Mostly cause Ice is the most resisted element ever, overload is a nice boost for damage and some such. Dreadful is nice to have as well. Generally main problem is air sucks compared to every other element out there.
If we are already going for Water start monk is a no-brainer. That's a whole lot of AC right from the get go. I would go kinetic blade if that was an option, but it's ok still.

and yes ghosts are immune to both cold and phys. Wild hunt is immune to cold, but you would have sand deadly earth for those.
Undead in general are immune to cold so at some points you would have to use earth blasts for those. Will be a bit of a pain, but won't be too bad.

As mentioned we could start with electricity, but it would cost us in terms of progression and unlike fire you don't have much to gain from that. Or we could end with electricity and make most of the game hell in the process.
Electric start is not even that bad, but I have not a single idea what would be 1level dip for those. It's not like a lot of things are beneficial. It's not by coincidence both of my kineticists go earth/fire/water in some combination.

basically the reality is even if the game tries to convince you in the eralygame that fire gets resisted a lot it is not the case and apart from [spoiler place] it never happens.

Composite blasts are cool but really matter the most for wall and deadly earth. And it's not that far away from 3rd element.

i wouldn't worry too much though. The build is solid enough and just bring jubilost along to murder everything you'd have trouble with.
Hi, started with your unfair kineticist and I am having a lot of fun, thx for it :)
Using Water->Electricity with Kaessi.

But, building on what you said above, would Electricity->Water->Earth be viable? Except some of the wisps I haven't seen many enemys with resistance electricity. But I am only lvl 9 or something like that. Or Electricity->Earth->Water? You said you don't know the 1 lvl dip for that.
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DSMTyralion: Hi, started with your unfair kineticist and I am having a lot of fun, thx for it :)
Using Water->Electricity with Kaessi.

But, building on what you said above, would Electricity->Water->Earth be viable? Except some of the wisps I haven't seen many enemys with resistance electricity. But I am only lvl 9 or something like that. Or Electricity->Earth->Water? You said you don't know the 1 lvl dip for that.
Earth must be 1st or 2nd, no matter what. You need trip and deadly earth if you want the whole thing to be viable. Grappling would be ok-ish, but there is no way to ramp CMB high enough to really be good. If you want to make her that water build I'd suggest using respec mod.
Post edited May 21, 2019 by InEffect
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Krowseph: Couple questions. What does the 2 levels in archeologist get you? Also what would the stat distribution look like, seems like you would have to spread it but that should be offset but the shifting stats correct? Also, what would this characters role be before getting the shifting items? Does it attack with the natural weapons from feral mutagen?

I’m assuming once you can transform it would be buff up (mutagen, etc), shift, cast transformation?
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InEffect: Pretty much your standard melee distribution. something like
Str: 18 > 22
Dex: 14
Con: 12
Int: 12
Wis: 17 > 18 @20
Cha: 7
motherless would do.
And yeah you full buff, then shift then add legendary proportions(because of the quirky way it works it must be the last buff) and then transform. All your items, except for weapons and body armor will be melded into your form and you will get enchant bonuses.
Archaeologist gives you opportunist and UD. Nothing to scoff at.
It would get 1 less bite in humanoid form then more dedicated trip vivisectionist would, but 16 is needed to take transform and make shifted AB better.
You also will need an amulet of mighty fists to buff your natural attacks.
Before shifting is available would you still use natural weapon claws from feral mutagen?
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Krowseph: Before shifting is available would you still use natural weapon claws from feral mutagen?
nah. Just murder things with a staff, bites and trips. It's gonna be alright. Come to think of it monk 2 is doing nothing of value there and it's better to take fighter somewhere on the way when you get the weapon to provide an extra feat and martial proficiency.
Post edited May 21, 2019 by InEffect
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Krowseph: Before shifting is available would you still use natural weapon claws from feral mutagen?
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InEffect: nah. Just murder things with a staff, bites and trips. It's gonna be alright. Come to think of it monk 2 is doing nothing of value there and it's better to take fighter somewhere on the way when you get the weapon to provide an extra feat and martial proficiency.
Cool, so pretty much just following your trip vivi build minus a few extra levels in vivi and one level in fighter. WF Great axe instead of fauchard I’m assuming since I’ll be using the shifting great axe later on.
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Krowseph: Cool, so pretty much just following your trip vivi build minus a few extra levels in vivi and one level in fighter. WF Great axe instead of fauchard I’m assuming since I’ll be using the shifting great axe later on.
pretty much trip vivi minus the DD4 thing and fauchard, yep.
Greataxes are really good because artisans drop a ton of them on you. Another fun thing you can do is taking focus: bite instead and just use whatever 2h you fancy
Post edited May 21, 2019 by InEffect
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DSMTyralion: Hi, started with your unfair kineticist and I am having a lot of fun, thx for it :)
Using Water->Electricity with Kaessi.

But, building on what you said above, would Electricity->Water->Earth be viable? Except some of the wisps I haven't seen many enemys with resistance electricity. But I am only lvl 9 or something like that. Or Electricity->Earth->Water? You said you don't know the 1 lvl dip for that.
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InEffect: Earth must be 1st or 2nd, no matter what. You need trip and deadly earth if you want the whole thing to be viable. Grappling would be ok-ish, but there is no way to ramp CMB high enough to really be good. If you want to make her that water build I'd suggest using respec mod.
Too bad, so it is don't take Cold or Electricity at 1 or don't have a composite blast until 15.
As you already said in your first post.
Thx for your answer :)
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InEffect: Ninja Halfling for OnixRanger

Race: Halfling

Alignment: LG

Stats:
Str: 5
Dex: 19 > 24
Con: 14
Int: 14
Wis: 7
Cha: 18

Final Build: Alchemist(Vivisectionist) 12/Rogue(Knife Master) 4/Monk(Scaled Fist) 1/Paladin(Divine Hunter) 2/Fighter 1
Main skills: Persuasion (Max), Trickery(Max), Mobility 3, UMD (Max)
Suggested secondary skills: Stealth, Perception

Detailed leveling breakdown:
Lvl 1: Alchemist - Dodge
Lvl 2: Monk - Crane Style
Lvl 3: Alchemist - Cautious Fighter // Feral Mutagen
Lvl 4: Rogue
Lvl 5: Rogue - Weapon Focus: Sai // Combat Trick > Two-Weapon Fighting
Lvl 6: Rogue - Finesse Training: Sai
Lvl 7: Alchemist - Outflank
Lvl 8: Alchemist - Combat Trick > Crane Wing
Lvl 9: Alchemist - Improved Two-Weapon Fighting
Lvl 10: Alchemist - Feral Wings
Lvl 11: Alchemist - Dazzling Display
Lvl 12: Alchemist - Combat Trick > Shatter Defenses
Lvl 13: Alchemist - Combat Reflexes
Lvl 14: Alchemist - Crippling Strike
Lvl 15: Rogue - Greater Two-Weapon Fighting // Opportunist
Lvl 16: Alchemist
Lvl 17: Alchemist - Double Slice // Grand Mutagen
Lvl 18: Paladin
Lvl 19: Paladin - Accomplished Sneak Attacker
Lvl 20: Fighter - Crane Riposte

Important Spells:
Lvl 1: True Strike, Shield, Reduce Person, Cure light wounds
Lvl 2: Barkskin, Bulls strength, Blur, Restoration(Lesser), Cure Moderate Wounds
Lvl 3: Displacement, Haste, Heroism, Cure Serious Wounds
Lvl 4: Greater Invisibility, Echolocation

Gear: Sai(Tears of blood+Steelwind bis), LG monk robes, AC Bracers, Stat gear, ring of circumstances, Dreamer ring, Absolver Cloak

Had to do away with the mirror image part in favor of less suffer. Otherwise it’s a ninja halfling alright. If you want mirror image effect slap gyronna ammy on him once you get it.
Nothing much to tell, it’s very straight-forward, but very feat-intensive build. Would be a lot easier on feats if it didn’t abuse the bugs so much, but oh well. It works. Use crossbow till level 4.

No crit feats cause your weapon selection sucks at crits anyways.

You can grab whatever agile dagger or punching dagger you fancy for your off-hand. Better than flat +3 sai anyways.
thank you so much for the build!
Unsure but as far as STR vivi is concerned you might be better off going for claws/unarmed until you get more BAB, better AB buffs. I need to check in game, but I think using a manufactured weapon relay your bites to BAB-5 which is pretty bad for them to hit early game on hard and makes you lose a lot of sneak dice damage whereas a lvl 2 motherless Vivisectionist will unload a lot of hurt with claws and bites.
Post edited May 22, 2019 by volklore
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volklore: Unsure but as far as STR vivi is concerned you might be better off going for claws/unarmed until you get more BAB, better AB buffs. I need to check in game, but I think using a manufactured weapon relay your bites to BAB-5 which is pretty bad for them to hit early game on hard and makes you lose a lot of sneak dice damage whereas a lvl 2 motherless Vivisectionist will unload a lot of hurt with claws and bites.
I think you use natural "monk" weapons like the best kama/ sai you can find and equip amulet of mighty fists?
staff is awesome early and the witch sells a +2 staff readily available from the start of a2, pretty much. with flurry it's far better than whatever claws can do due to 1.5 str mod.
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InEffect: Wiz/AT/Generalist for LordSerion
*I still say anyone, but scroll savant is better off as a conjueror with opposing school enchantment. Nothing of value would be lost And you’d get +1DC and a spell slot per level.

Race: Human*
Alignment: Any Evil
*We do have a good use for the feat offered and it’s not like we are too thrilled about anything other races have to offer. I guess Half-Elf or Half-Orc wouldn't be so bad either.

Stats:
Str: 7
Dex: 16
Con: 14
Int: 19
Wis: 7*
Cha: 14
*Can equalize it with cha if you really want to.

Final Build: Wizard 9/Alchemist(Vivisectionist) 1/Arcane Trickster 10

Main skills: Mobility 5, Trickery 5, Knowledge(Arcana) 5, Persuasion Max, Trickery Max, UMD(Spare)
Suggested secondary skills: Arcana, World, Stealth, Mobility

Detailed leveling breakdown:
Lvl 1: Wizard - Point-Blank Shot // Spell Focus: Conjuration // Spell Specialization // Bonded Object
Lvl 2: Wizard
Lvl 3: Wizard - Precise Soot
Lvl 4: Wizard
Lvl 5: Alchemist - Accomplished Sneak Attacker
Lvl 6: Arcane Trickster
Lvl 7: Arcane Trickster - Spell Focus: Conjuration
Lvl 8: Arcane Trickster
Lvl 9: Arcane Trickster - Metamagic: Heighten Spell
Lvl 10: Arcane Trickster
Lvl 11: Arcane Trickster - Weapon Focus: Ray
Lvl 12: Arcane Trickster
Lvl 13: Arcane Trickster - Dazzling Display
Lvl 14: Arcane Trickster
Lvl 15: Arcane Trickster - Shatter Defenses
Lvl 16: Wizard - Metamagic: Quicken Spell
Lvl 17: Wizard - Skill Focus: Persuasion
Lvl 18: Wizard
Lvl 19: Wizard - Spell Focus: Evocation
Lvl 20: Wizard

Good Spells to have in order of importance:
Lvl 1: Summon Monster I, True Strike, Grease, Vanish, Magic Missile, Mage Armor, Shield, Reduce Person, Enlarge Person, Ray of Enfeeblement, Color Spray
Lvl 2: Summon Monster II, Mirror Image, Glitterdust, Sense Vitals, Web, Scorching Ray, Acid Arrow
Lvl 3: Stinking Cloud, Spiked Pit, Haste, Displacement, Battering Blast, Summon Monster III, Resist Energy(Communal), Heroism
Lvl 4: Animate Dead, Dimension Door, Acid Pit, Enervation, Greater Invisibility, Volcanic Storm, Stoneskin, Protection from Energy(Communal), Remove Curse
Lvl 5: Acid Spray, Hungry Pit, Cloudkill, Angelic Aspect, Geniekind, Echolocation, Break Enchantment
Lvl 6: Chain Lightning, Hellfire Ray, Heroism(Greater), Dispel Magic(Greater)
Lvl 7: Waves of Exhaustion, Legendary Proportions, Firebrand, Summon Monster VII
Lvl 8: Rift of Ruin, Angelic Aspect(Greater), Seamantle, Summon Monster VIII, Protection From Spells, Frightful Aspect
Lvl 9: Clashing Rocks, Fiery Body, Tsunami, Mind Blank(Communal)

Alchemist Spell(s)

Spell Specialization:
Lvl 1-5 Latest Summon Monster
Lvl 6-9 Spiked Pit
Lvl 10-14 Acid Spray
Lvl 15-18 Hungry Pit
Lvl 19-20 Battering Blast

Gear: +4 Int staff from goblin merchant(Need to finish varnhold DLC and find it there), +Stat items, Any Robes you like. Metamagic Rods. Ring of circumstances.

Skipped summoning feats in favor of shatter defences. Does not lean heavy on summons. Animate dead is enough to serve as a fodder.

Actually has decent damage with acid splash and other rays(Oddly enough game counts all ranged RTA’s as rays). Heightened Stinking Cloud Never gets old either. Enervation is good to kill Some things that are immune to damage like Troll in the house at the end.

Chain lighting is taken for Impromtu sneak attacks, but really is not mandatory - you might as well use acid spray for it if you want to.

Is a CL19 caster so 3 hellfire rays for 15d6x3+12d6 impromtu attacks to delete Endgame big boys.

Skipped Spell penetration as it’s not really needed. You have enough tools that ignore SR should you need it. And SR is far and between.

Heightened Stinking Cloud never goes out of fashion. Just cast communal delay poison on your guys from a scroll or a priest and you are good to go. Greatest challenge would be to stay awake so long as whatever you are fighting is not immune.

Quicken Rays for extra DPS. Quickened Rod for things like Dimension Door is nice as well, Quicken True Strikes to keep up the DPS from rays. You will get the hang of what works for you.

Nothing else important comes to mind.
Is this build viable for higher difficulties in party?
How Important is Alignment Evil?

Thanks for taking your time again and helping everyone out. I truly appreciate it.
Post edited May 23, 2019 by melty.984
Hi InEffect,

I have another question:

Is there any reason in the game why I want to use shortswords? Do they give something usefull or special? I read your Effordless Fighter above and remembered a dual-shortsword-fighter a friend of mine played in a real RPG. Would this be of any value?

thx for helping everyone out!!