Unleashing Your Inner Mermaid with Magic Swim Goggles

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The Magic Swim Goggles Swimming is a popular physical activity that provides numerous benefits for both mental and physical health. While swimming goggles are a common accessory among swimmers, the introduction of magic swim goggles has revolutionized the swimming experience. Magic swim goggles are not your typical goggles; they offer enhanced features that can greatly enhance the enjoyment of swimming. One of the key features of these goggles is their ability to provide crystal clear vision underwater. With regular goggles, swimmers face the challenge of blurry or distorted vision underwater, making it difficult to navigate or see clearly. However, the magic swim goggles utilize advanced technology to eliminate this issue, allowing swimmers to have a clear and uninterrupted view of their surroundings.

Pathfinder wotch hunter

However, the magic swim goggles utilize advanced technology to eliminate this issue, allowing swimmers to have a clear and uninterrupted view of their surroundings. Another remarkable feature of magic swim goggles is their anti-fog capabilities. Fogged goggles can be frustrating as they obstruct vision, causing swimmers to have to constantly stop and clear their goggles.

Witch Hunter

So, I want to make a witch hunter type of character for Reign of Winter. Originally, I wanted to make a Musket Master. But wouldn't a Witch Hunter Inquisitor work better? I want to use a gun, so I don't know wish to choose.

What race? If you're a human, you can use your extra feat to just be proficient with the type of firearm you're interested in.

Vamptastic wrote:

What race? If you're a human, you can use your extra feat to just be proficient with the type of firearm you're interested in.

Yeah. I was thinking human. But here's the thing. From what I heard, Book 5 is full of firearms. So the original idea was to create this powerful sniper. But as I thought about it, it became the idea of this mercenary/bounty hunter who wields a musket as his choice of weapon and deals greater damage to witches. I know that there is witch hunting traits. But is there anything else I can use to make the concept with a Gunslinger? Or will I need to go Witch Hunter Inquisitor and E.W.P (musket)?

I think an inquisitor is more thematic, but a witch hunter isn't really a class. An entire party of witch hunters (say, an inquisitor, a cleric, a paladin, a gunslinger, a wizard) could exist.

Kimera757 wrote:

I think an inquisitor is more thematic, but a witch hunter isn't really a class. An entire party of witch hunters (say, an inquisitor, a cleric, a paladin, a gunslinger, a wizard) could exist.

How about an inquisitor with the Black Powder Inquisition at first level? That an idea? I would need to spend my starting gold on a gun, though.

To be honest I'd probably just multiclass the two classes if I were you. Maybe first 3 or so levels as musket master then the rest as inquisitor?

I'd do 5 levels of gunslinger for DEX to damage.

Do 3 levels of trench fighter if you want Dex to damage. Inquisitor with black powder inquisition is pricey, but works. But really, you don't need to be a Witch Hunter (Inquisitor) to be a Witch Hunter (Character). You could be a Barbarian with rage powers against magic. Make a Spellslinger Wizard and focus on targeting witches.

Barbarians have a lot of good stuff for that too, with Superstition, Witch Hunter, and Spell Sunder. Not sure if that's what you're after, but just saying inquisitor isn't the only way you could go.

EDIT: Ninja'd by a wide margin. >_>

Trench Fighter combined with Inquisitor with the Black Powder Inquisition looks like it could disrupt Witches pretty good.

Me'mori wrote:
Witch Hunter?

I'm thinking of staying within Paizo's classes. That way it would avoid any conflict with GMs.

So from what I'm reading, here are some of my choices:

- Gunslinger (Musket Master)
- Inquisitor (Witch Hunter)
- Gunslinger (Musket Master) 5/Inquisitor (Witch Hunter) 15
- Add in 3 levels of Trench Fighter

The Chort wrote:
Not sure if that's what you're after, but just saying inquisitor isn't the only way you could go.

Maybe I should be more specific. I'll breakdown what I'm looking for both thematic and gameplay wise.

Thematic: I'm looking to build a bounty hunter/mercenary with a hatred for witches, specifically the Witches in Irrisen. He prefers to attack from a distance and with stealth using a musket.

Gameplay: What I'm looking for is a build that can reflect the concept. So he should be good with a musket and be able to do a lot of damage with it and fill out a sniper role in the party. He should also do even more damage to witches and any arcane spell using enemies.

So any other ideas?

As others have mentioned, 4 levels of barbarian, urban barbarian even to pump dex, will get you witch hunter rage power. Use a headband of havoc to increase the bonus another +1, and it'll help bring more damage.

If you want to be an actual inquisitor, a 5 level dip will hurt more than it helps.

I have a couple, and even a 2 level dip with mine hurt.

I would take a 1 level gunslinger dip at most, or just the black powder inquisition and not dip at all.

Bane is too good to delay more than a level or 2, even for a static +dex to damage.

TGMaxMaxer wrote:

If you want to be an actual inquisitor, a 5 level dip will hurt more than it helps.

I have a couple, and even a 2 level dip with mine hurt.

I would take a 1 level gunslinger dip at most, or just the black powder inquisition and not dip at all.

Bane is too good to delay more than a level or 2, even for a static +dex to damage.

It's not just for +dex to damage though, to my mind it'd be more for getting effective full attacks with a 2-handed firearm.

If it was me with that character concept I'd have the 3-5 levels of gunslinger for the (gattling) sniper element of the build and the rest of the levels as either inquisitor or ranger for the stealthy bounty hunting. Probably inquisitor because domains/inquisitions are cool and solo tactics seems like a great addition to the character, as well as wis to initiative and access to Follow Aura or Bloodhound (really funky spells).

Of course, I'd also be a dwarf for their innate defences against magic and for the dwarven gunsmith trope.

Not knowing the details of gunslingers, does the artifice domain's at-will mending ability help against alleviating the misfire worry of guns? I see that the dancing weapon property can't be used on ranged weapons but you can trade it for a supernatural ranger trap of your choice by taking the trap subdomain, which could also fit in with the character concept?

If you are looking for a bounty hunter type character, ranger might work. I think there is a gun-based ranger archetype, and the favored enemy could target the most common race the gm throws witch for you, and have favored terrain cold for irrisen

If you are thinking about using a two-handed firearm it is really hard to make any choice other than 3 levels in Gunslinger (Musket Master). It is really the only viable way you are going to get to be able to make full attacks with a two-handed fire arm.

I would also caution you about mixing up the idea of a witch hunter profession in gameplay and a class or archetype that says witch hunter.

Let's take a look at the Witch Hunter archetype and see if it really helps you hunt you some witches.

Spell Sage: You lose Monster Lore and can identify spells being cast better. Here's the thing though, you don't care what the spell is. You just care that they are casting. Ready an action against the suspected witch spellcasting and drop a huge hit on them and they will have a tough time getting that spell off (and you did a bunch of damage). This is generally a bad trade for you.

Knowledgeable Defense: Here is the payoff for the extra ability to identify spells. sometime you get a small bonus to resist that spell. As above, if you disrupt the spell with a crap ton of damage, I guarantee you will make a save against it (as they weren't able to cast it). Very small benefit and you lose some of the abilities I would think would make you most iconic as a witch hunting inquisitor. Discern Lies for example. I can see you using that in a village to help ferret out witches.

Spell Scent: This is pretty thematic, I actually like it. But I can't think of too many times it will make a big difference in the game. Typically you are going to find the witches you are facing. At least in the Reign of Winter.

Witch's Bane Judgement: This seems really thematic until you start looking at how it actually plays out. You can use it to make arcane casters within 30 feet (remember wanting to use the long range weapon?) get a -2 AC and -2 on saves vs you. But you probably aren't casting spells on them, so the saves don't help. And if you just use the +3 to hit you get to ALL creatures from the Justice Judgement (+4 at the next level). So it doesn't really make you any better at hunting witches than you were with out it.

On balance, I would stear clear of the Witch Hunter archetype if you want to be a Witch Hunter in gameplay. It won't make you any better at your job of hunting witches. it is pretty much just a name tag.

I think an inquisitor is more thematic, but a witch hunter isn't really a class. An entire party of witch hunters (say, an inquisitor, a cleric, a paladin, a gunslinger, a wizard) could exist.
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