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Widened Sunburst if you can swing it, 160' radius death and blindness.


Why don't you try a Warlock Vigilante. You'll be able to be the face and skill monkey while still having decent dps.


Solar is great for blasting and adds light themed healing if you're looking for Good alignment flavor. Searing Light as a 1st level spell is awesome.


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Urdefhan. Cruel, aggressive and intelligent, they will be willing to work with other races and are slavers by preferred profession.


Questioner Investigator with the Minor and Major Magic talents. Major Magic gives you Shield spell as a spell-like ability, Mirror Image is on your list and Studied Combat keeps your BAB competitive with a fighter.


Start him off with Waves of Exhaustion to stop that nasty raging(and flying as a bonus!) and drop his STR to 3. Quickened Fly and move up out of range. Finish as your mood suits you.


If all you need is damage, then get Clustered shots.


You can be a Questioner and get the bard spell list to replace alchemy. Less fight power but more healing and buffs.
You get Eidetic Recollection at 1st to help with skills.
Take Minor and Major magic early to get Disrupt Undead at will and Shield at level/2 per day.


Any of the classes will do if they know Seeking Spell.


Ice Tomb is your friend here. It is open to debate if Retribution works on on undead. It targets will but does not have language stating saying it is mind-affecting so you should discuss with GM beforehand.

As far as spells go, Undeath Ward will give you some protection but Summon Monster 5/6 are your only real offensive choices. Snowball and Intensified Snowball saw me through some rough patches also.

You can always fallback on buffing the party with Fortune


Ryan Freire wrote:

Intensified: Each ray has a cap of 20d6

Empowered +10d6 per ray

Each ray is 30d6
3 rays at 30d6 is 90d6 +2 damage per die is 90d6 +180

Edit: And before anyone goes "what the f*%! is that +2 per die" its the crossblooded sorceror standard of blasting.

Empowered doesn't add dice, it adds 50% to the total rolled so the actual result would be (60d6+120)x1.5. Same effect in this case on average but it matters on other spells for the interaction with intensified,


Ryan Freire wrote:
Grailknight wrote:
Ryan Freire wrote:
Jurassic Pratt wrote:
How many touch attacks does that Meteor Swarm damage require? That should answer your question as to why it's ok.

1 more touch attack than hellfire ray. To do less damage.

Edit: Also allows a reflex save at -4 if all of them hit vs 24 of those 32d6

Double Edit: Also has a higher cap than disintegrate, an equal level spell, denied to divine casters save 1X a day if you have the destruction domain that also requires a touch attack, and allows a save that rather than half damage reduces all the damage to 5d6.

Triple Edit: Lets just beat this horse to death. Polar ray, dice cap 25d6, requires you to come up with +5 caster level to get those last 5d6, Requires a touch attack, no save. 8th level. Hellfire ray has a damage die cap more than double that of a spell 2 levels higher than it, while also having baked in resistance bypass.

*quake voice* QUAD EDIT: Transmute blood to acid, takes 4 rounds of concentration to do half the potential damage of hellfire ray, is 3 levels higher, and allows a save for half each round.

Hey, I acknowledge it as the pinnacle of single target but it still doesn't outclass the AOE's.
Intensified Empowered, nothing quite like 90d6+180 from a crossblooded sorceror

60d6+180 actually but that"s high level play in a nutshell. Most 20th level martials can beat that.


Ryan Freire wrote:
Jurassic Pratt wrote:
How many touch attacks does that Meteor Swarm damage require? That should answer your question as to why it's ok.

1 more touch attack than hellfire ray. To do less damage.

Edit: Also allows a reflex save at -4 if all of them hit vs 24 of those 32d6

Double Edit: Also has a higher cap than disintegrate, an equal level spell, denied to divine casters save 1X a day if you have the destruction domain that also requires a touch attack, and allows a save that rather than half damage reduces all the damage to 5d6.

Triple Edit: Lets just beat this horse to death. Polar ray, dice cap 25d6, requires you to come up with +5 caster level to get those last 5d6, Requires a touch attack, no save. 8th level. Hellfire ray has a damage die cap more than double that of a spell 2 levels higher than it, while also having baked in resistance bypass.

*quake voice* QUAD EDIT: Transmute blood to acid, takes 4 rounds of concentration to do half the potential damage of hellfire ray, is 3 levels higher, and allows a save for half each round.

Hey, I acknowledge it as the pinnacle of single target but it still doesn't outclass the AOE's.


Ryan Freire wrote:
Grailknight wrote:
Ryan Freire wrote:

Meteor swarm deals 32d6 damage. Its the bar for a 9th level blasting spell.

This 6th level spell caps at 45d6 damage, so it does nearly 50% more damage than the bar for a 9th level, plus can be metamagiced up.

To a single target, with 3 ranged touch attacks required. It's better than Disintegrate, but the area effect spells are still better for their purpose.
Meteor Swarm only does 32d6 to a single target too, It only does 24d6 as an AOE. It outperforms a spell 3 levels higher by nearly 50%

And what does Hellfire Ray do as an AOE? Apples and oranges here. Note that Disintegrate outperforms Meteor Swarm as a single target also and that hasn't been a problem for the life of Pathfinder


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Ryan Freire wrote:

Meteor swarm deals 32d6 damage. Its the bar for a 9th level blasting spell.

This 6th level spell caps at 45d6 damage, so it does nearly 50% more damage than the bar for a 9th level, plus can be metamagiced up.

To a single target, with 3 ranged touch attacks required. It's better than Disintegrate, but the area effect spells are still better for their purpose.


Lead off with Prediction of Failure and Waves of Exhaustion. Cast a Barrow Haze to give yourself concealment and take away his Dex to AC and then go the Enervation route.


Ryan Freire wrote:

Maximized scorching ray is 5th level.

And you can think role protection should happen at the table level but the designers don't as you could tell if you looked at the spell research guidelines

But I mean y'all are right, a divine 6th level spell that has a higher damage cap than the pinnacle evocation blasting spell is A-OK!

But it doesn't beat the pinnacle evocation spell, at worst, since it's available to all the level 9 arcane, the magus and the warlock vigilante it is the pinnacle evocation spell but only against single targets. Yeah, if a 19th level Arcanist hits you with all 3 rays, intensified and empowered, it'll sting a little and probably put down most unbuffed level 9 arcane casters but that's par for the high level course.


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Flight Hex and ray spells are your friends.

Ray of Exhaustion to stop that nasty raging. Lead with a Quickened Ill Omen to burn his sunder for the round.

Enervation debuffing his attacks and defenses simultaneously.

Wracking Ray if you're a nefarious sort and cast evil spells.


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This always tops it for me.

http://www.blindpanic.com/humor/vecna.htm


Go Synthesis Summoner, Learn Transmogrify at 10th level. You are still stuck with the base body type but everything else can be changed daily.


Check with your GM on how you run the attack rolls. Scorching Ray by RAW requires separate rolls but I've seen it run as one roll per target. Battering Blast lacks that language so expect more table variation.

Intensify raises the maximum dice by five levels but you have to have those levels to take advantage of the feat. In the case of Battering Blast you get 5 die unless you have caster level 12 or 14 which would add 1 and 2 die respectively.


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Mars Roma wrote:
Grailknight wrote:
Mars Roma wrote:

"The composite blast’s caster level is equal to the average of the caster levels of both participants and deals damage as the appropriate composite blast created by a kineticist of that level"

Why would the Bold say that in the same sentence of Kineticists level and the effect it has on damage. it says "Equal" to a Kineticists of that Level. It mentions CL First then Kineticists level as if its a directly correlating effect on the power of the Composite Blast. Even before it mentions the average of the two and Kineticists Level.

It is directly calculating a caster level but only for the purpose of giving a number that it then converts into kineticist level. The two having the same numerical value does not make them identical.
Why? Seriously why the sudden separation of the two. I've done nothing but present why they are not separate, present to me a rule that says they don't or don't bother contributing anything at all instead of just saying "No"

Try this word experiment. Leave off all the words after participants. Now tell me the damage of the ability. You can't because you have no kineticist level given. The "and ..." is there to tell you how to get a number to use for that value and only to get a numerical value not to conflate the two abilities.


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Mars Roma wrote:

"The composite blast’s caster level is equal to the average of the caster levels of both participants and deals damage as the appropriate composite blast created by a kineticist of that level"

Why would the Bold say that in the same sentence of Kineticists level and the effect it has on damage. it says "Equal" to a Kineticists of that Level. It mentions CL First then Kineticists level as if its a directly correlating effect on the power of the Composite Blast. Even before it mentions the average of the two and Kineticists Level.

It is directly calculating a caster level but only for the purpose of giving a number that it then converts into kineticist level. The two having the same numerical value does not make them identical.


Maximize your knowledge planes, take a drink (Tears to Wine)and hit them with Studied Spell.

http://www.d20pfsrd.com/feats/metamagic-feats/studied-spell-metamagic/

http://www.d20pfsrd.com/magic/all-spells/t/tears-to-wine/


Want to destroy a castle?

The Imbue with Flight spell lets you. Cast it multiple times on boulders of up to 500 lbs/caster level, fly them over the target at an altitude beyond the range of dispel and dismiss the spell. How much damage does a 3500+ lb rock falling 3000 or so feet do?


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Wracking Ray will do STR and DEX damage save for half.
Waves of Fatigue/Exhaustion will impose conditions.
Enervation will give negative levels.
Symbol of Vulnerability give a blanket -4.
Prediction of Failure will give sickened and shaken for rounds/level on a made save and days/level on a failure.

There are plenty more but this should get you started.


This works if the wizard is powerful enough and willing to spend a little cash.

Take one kobold.

Clone him or her.

Cast Recorporeal Incarnation using the clone and Extend metamagic.

You now have a kobold for 2 weeks per caster level.

Renew as needed.


Ascetic Oracles have spell strike but not spell combat but they are more themed as monks than magi.


Wei Ji the Learner wrote:


Steve,

Mark didn't work on the Shifter directly, and he's said that a few times already. Asking him repeatedly about a class he didn't work on is kind of like asking a quarterback why the defensive line isn't getting any sacks in American football, so to speak.

Mark's awesome and I appreciate his input so far, but the hope continues to be that someone who was more 'hands in the gearbox' could 'show their math', unmolested, so folks could see the design parameters they were forced to work with, and why this class went together about as well as Justice League from what I've heard

Justice League is actually good even if held up against most Marvel movies.

Shifter is kind of meh, as a pure martial it takes too long come together.


Ventnor wrote:
I wonder why a Shifter archetype called the Oozemorph does not reference in any way whatsoever the Ooze Shape spells, which can be found in the same book.

The author of the archetype probably never saw the spells before the book came out, Lack of design coordination most likely.


PossibleCabbage wrote:

I mean, the basic problem is that it doesn't make a whole lot of sense for the Merfolk oozemorph to be super slow, and for the Gathlain Oozemorph to still be able to fly.

That, I think, is the fundamental problem. We'd really like this thing to make some kind of sense.

Totally agree. But being a flying blob with two tentacle slams is just hilarious.

Edit: Upon rereading some of the comments by the archetype's author, it appears that he didn't intend for anything but the land speeds of the base to carry over, so no fly or swim speeds were intended.


Herolab has been official since shortly after their Mac support came online. That said it's expensive if you want everything and not for everyone's tastes.


graystone wrote:
Risky wrote:
It seems Herolab is aligning with what Robert said, you lose what it says you lose and gain what it says you gain.

But it DOESN'T SAY what you lose or gain! THAT'S THE ISSUE!!! NO LAND SPEED GAINED BECAUSE IT DOES NOT MENTION IT. NO STAT BONUSES BECAUSE THEY AREN'T MENTIONED! It's trying to have it both ways: it's getting some things it never mentions but not other things it never mentions for no reason given...

I feel like I'm yelling at a wall... "you lose what it says you lose and gain what it says you gain" is only relevant if there is actual rules for what you gain and lose...

So please Risky, point out and quote where the rule Herolab used for what was lost and gained to get speeds/stats but nothing else from race.

I agree with you that the text of the UW doesn't specify these things and it really needs official clarification from Paizo. But we have the word of the author that this is RAI as he submitted it to Paizo. I only trust Herolab because they have on two occassions made inquiries to Paizo for questions I raised. Once, Paizo stated that the current program was correct and the other Paizo gave them a new interpretation that they promptly posted in their next version.


BigNorseWolf wrote:
Rajnish Umbra, Shadow Caller wrote:


So, you're not entirely useless, just... Meh.

Unless you have a pet druid following you around incorporeal stuffs going to be a real problem.

You qualify for Eldritch Claws so you can get DR magic at 7th level.


Oozemorph for all it's faults and incompleteness is a viable combatant at low level. you get 2 slams at +4/+4 for 1d6+8 at first level if you go with 18 str and power attack. Go Syrinx and you're capable of flying and get bonuses for high ground.


For what its worth, Herolab(which is Paizo official) gives the base ooze the stat bonuses and movement rates of the chosen base shift race but none of the other racial specials apply in ooze form.

So a dwarf shifter has +2 con and wis but a base move of 20' while in ooze form, the merfolk has 5' land and 50' swim and a syrinx would have 30' land with a 60' fly.

Also it doesn't seem that choosing a shape-shifting race would'nt apply because you only have the racial abilities when you're not an ooze. So your example Kitsune could change shape as much as Kitsune allowed within their allotted time out of slime form but once they cannot maintain shifted form they melt like any other ooze.


graystone wrote:
Darksol the Painbringer wrote:
with the ability to bypass all kinds of DR
The shifters claws strangely can't bypass DR/magic...

Shifters qualify for the Eldritch Claws feat so DR magic can be overcome as early as 6th level with a 1 level fighter dip there or 7th level without.


Alchemaic wrote:
Grailknight wrote:
Playing around with Herolab, I find that the lycanthrope is limited to one form and aspect but that chimeric aspect is not replaced with anything. Can someone with the book tell me if this is a case of Herolab not being fully implemented yet or does the lycanthrope archetype really have two dead levels and a dead capstone? It also cannot use a weapon in one hand in hybrid form as Herolab forces a default to claws.
The Weretouched archetype replaces Shifter Aspect and all of its improvements (including chimeric aspect and the others), since you're locked to a single form. In exchange, they get DR/silver at level 5 which scales with level. I can't see what would prevent it from using weapons though, it explicitly gains the ability to extend claws while in the hybrid form.

Herolab has a brand new paw icon that is placed next to the one/two-hand boxes if you carry a weapon in hybrid form and the equip boxes are greyed out so you cannot equip a weapon. As Herolab is the official character sheet, I assume this is from input from Paizo and is working RAI.That may be wrong but more often than not Herolab is accurate.


Playing around with Herolab, I find that the lycanthrope is limited to one form and aspect but that chimeric aspect is not replaced with anything. Can someone with the book tell me if this is a case of Herolab not being fully implemented yet or does the lycanthrope archetype really have two dead levels and a dead capstone? It also cannot use a weapon in one hand in hybrid form as Herolab forces a default to claws.


The wrecker curse only affect objects held and worn by your character. As soon as another PC or NPC equips the item, it regains its true condition.


If you are willing to go with fire damage, then Solar is the way to go.
+1 per die on all fire spells
Searing Light as a 1st level spell
Status removal at 9th level


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Having played a witch(healing patron) to 20, I feel your pain on the lack of defense. There are some options you are not taking advantage of.
Ill Omen is a great defensive spell and it becomes one of your mains in the future when you can quicken it. Barrow haze is awesome at this level, it give you concealment and extends the range of your hexes. Iron Skin is short duration but gives a big boost to natural armor. Enervation should be your offense and defense 4th level spell. As for wands, greater invisibility is your best option, but may be too pricey at your level.


Any effect hitting you with a negative condition is causing you harm IMO. Since there are plenty of undead which don't have conditions imposed by bright light. I say that any who are qualify for the destruction upon failed save. It is an 8th level spell after all.


I'm having a great deal of fun using Spring-Heeled style on my Swashbuckler. It actually makes you capable of moving about the battlefield and combined with Spring Attack and Just out of Reach you can basically negate the Aoo's you'd normally take. It is feat intensive tho.


And therefore fell under the rules for spontaneous casters which had already been set forth. The rules mention the exceptions because they are exceptions, if it's not called out specifically then use the general rule.


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Just add a Wand of Cure Disease to the treasure at the end of the adventure. Don't make everything about alignment when there's an easy alternative.


Because at the time it was written Arcanists didn't exist yet and going back to change the text in all previous works every time a new class is published would be insanely impractical and expensive,


The problem is the PC's aren't guilty of anything. They went into a situation where they had prior experience with the the combat being nonlethal, and their attackers dispelled the enchantment that made it so. If the PC's didn't know that they had absolutely no reason to hold back, if they did then the first thing they'd think is that the NPC's are trying to kill them so they have to defend themselves. They couldn't reason with the controlled NPC's that were controlled to attack and cursed to die if talking. Did your character yell take it easy on them during the fight? Were the PC's so much better than their attackers that they knew they could win the battle with a handicap? The PC's were placed in a no-win situation and chose the option that had them survive. Punishing them for not allowing a TPK and ending the campaign seems rather harsh.


Summon Monster I and call an eagle.


Dangerously Curious doesn't change the base stat, just gives +1 and makes it a favored skill which it already is for an arcanist.

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