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+1 cloth armor of spell storing. Have the 2nd level spell Frigid Touch stored in it.
Get hit wearing it and as a immediate action can choose to trigger Frigid Touch on the attacker. Does 4d6 cold damage plus staggers, ending attackers turn.
A cheap and mean tactic is wizard using vermin repellent and standing in the middle of a swarm of vermin. Players HATE swarms. *GM call that the swarm failed save on the repellant.*
Trying something odd/different.
Going to make a transmutation wizard that will you the self poly spells.
So looking for stuff to improve my 'to hit'.
Levels 6+ If you know a fight might be happening in the next couple of minutes - Shield of Faith. It's deflection bonus is probably higher then any rings of protections you might have.
Another good level 6+ is Beacon of Luck. +2 Sacred bonus to your saves and allies within 30' can as a immediate action, roll 2D20 for a save once.
Actually in combat, just quickened Divine Favor. Spending a standard action for some type of buff usually is not worth it to buff your combat.
What I'm asking about is how the damage done is resolved.
In the description, it states that you figure out the attacking damage as if the attacker was a size smaller. Anytime your size is reduced, you loose 2 strength.
It clearly gives examples of the base damage dice but nothing about if the strength is also reduced for the damage you take.
Spell: Dragon Turtle Shell
I'm saying yes but want other opinions.
Between Feyfoundling and Toughness, you really should look at your other defenses and how they are. Shoring up a defense instead of something to help with your health might bring a lot more benefit as a feat then either Feyfoundling or Toughness.
While it hasn't been mentioned yet, Feyfoundling works really good with Channeled healing. A healer rolling 5D6 healing channels is a extra 10 health with Feyfoundling. Just need to be grouped up with someone that channel heals. Which can be a problem in PFS.
Another benefit fey foundling has is that it usually takes less charges of your cure light wounds wand to heal you up.
My opinion, toughness is great for levels 1 & 2. Almost worthless for levels 3 - 8, then so-so till about 12+. This is just due to how much damage you can take vs the health you get from it. Still a good feat, just think there's better at the early levels.
A 10 CON is way too low for a D8 health front line fighter. Any way you can bring it up? I'd suggest lowering your INT. While a 18 INT is very nice for a magus, 90% of the spells you'll use do not require saves.
Try and convince the player to play a bard. :)
Is the Oradin going to be melee?
Are you allowed traits?
How firm are you on having Desna as your deity?
You do not have to use your deities favorite weapon to get the warpriest goodies, that only really matters if you plan on grabbing the Weapon of the Chosen feat line.
I am wondering about taking a level or to of unchain monk instead of fighter or ranger. Have no idea how that would work.
Also thought about having a average strength or using dex for attacking and damage.
Party type - We're trying to run a theme party of each wizard type. I just drew the transmutation wizard for my character.
I'm on my 3rd try right now for creating this character. Hopefully, if I get more time today I can add something to this thread for more feedback.
was just hoping someone already had this type of character and could toss it up so I could have some type of idea what to do.
I need some serous help here on how to build and play a Transmutation Wizard. Starting at level 6 and going to level 12. Has to be PFS legal.
Questions I have -
20 point Stat Build: What should my stats be?
Feats & Arcane Discovers, no idea at all for these.
How and what tactics should I use?
Have been told this is a 'simple' class to play. Just polymorph yourself and then go to town slaughtering your enemies. Maybe if I knew what I was doing it'd be that way...but I don't.
This is actually a conversation you should be having with your GM. While you're not a paladin, strict alignment questions are always interrupted differently by different people.
Since this is a homebrew campaign and it sounds like you want to bring in a deeply faithful and law abiding Warpriest. I suggest you write up a code of ethics and check them with your GM.
Gloves of Dueling do give bonuses vs disarming. Already have them.
Like the Draqonskin Grip suggestion. Might try that.
Tunic of Deadly Might is a bit pricy at 6K for just a +2 bonus. Specially when I'm running a Unfettered Shirt in the same Chest slot item.
If you can recover the weapon after combat then the GM isn't a jerk. But your statement of "run away with it" made it sound like you were "permanently" losing an important part of your character's WBL and ability to function in it's primary role.
Nope, so far been able to recover the weapon.
GM isn't really being a jerk. Usually what happens is smart monster full attacks and misses every attack against AC. I then do around 100+ damage against him. Smart enemy goes "I just missed every attack and he hurt me. Let's see how he can do without weapon" Disarm attempt.
Repeat - this is only if the enemies are smart. I have no problem with the GM using this tactic. Usually get a AO in when they attempt it.
Not sure I want to burn a 3rd level spell slot for something that might happen and putting Calling on a weapon for just this is a bit of overkill.
14th level warpriest. At moment, have a little over 20K to spend in gold.
Already have a weapon cord and usually they sunder it after disarming.
There's debate if Locked Gauntlet uses the same hand slot as Gloves of Dueling. Trying to avoid that.
Looking for items to help vs Disarming.
GM has decided that the best way to stop my character is to disarm him and then grab my weapon and run away. Loosing a +4 weapon this way HURTS! While I do have a backup, it's no where near as good. So looking for ways to buff my CMD vs disarm attempts.
Already have -
There any other items that would help?
Why GM has decided to go after my weapon-
I like grabbing the Improved Trip line of feats. Combined them with True Strike and you should succeed in just about every trip attempt. Big help in battlefield control.
Grab yourself some Spell Storing Armor, cast Frigid Touch (second level spell) in it. Then whenever someone hits you, they take cold damage and are staggered. Can save you a world of being hurt.
Just ran Honor's Echo about a week ago, while it has a little of everything to help introduce new players to PFS. I did notice it was missing a chase scene.
Please, if you plan on doing something like Honor's Echo again, include a chase scene in it.
How far away is the enemy?
Which direction and terrain do they have to travel to get to the city?
How fast (how many days) to get to the city?
What resources does the city have in both defenders and materials?
Any chance of reinforcements for the city?
As things look to me, you're to low in level to have much of a impact in defending the city. My reason for this is because of all the towns guards, the guards leaders, and maybe to local temple and/or wizard. Most of these should be around your level for the grunts and your level+3 for their leaders.
You might do better using the terrain and hit&run tactics to slow the undead down. Giving the town more time to set up defenses and for the hope for reinforcements to show up. If no reinforcements are on the way, maybe you can conjure some up with trickery.
Between the arsenal chaplains weapon training and the clerics self buffs. They actually become a more accurate "to hit" class then most full BAB classes.
Bad thing about them is their healing just doesn't keep up with the other divine classes. The way I get around this when playing my warpriest is with scrolls. A scroll of Heal a 8th level, while a bit costly, fixes a lot of problems.
Another class that might work is the Summoner. Summon up a healer, tank, just about anything you need.
Since this is a homebrew game and these are bosses, nothing is stopping you from making your own 'class'.
If you go about making your own class for them, design a story around it and drop foreshadowing hints to the players. Might even lead to a side quest or three.
Real question is, what levels do you want the twins at?
Then there's how powerful are the players characters?
Just going to add this -
Cure Light Wounds is a poor spell to have memorized in PFS. Due to just about everyone having a Wand of Cure Light Wounds.
Picking another spell in its place is usually a better use of those limited 'resources'.
There's also the CMB attacks. Grapple can be nasty vs pure casters and low strength characters.
Main reason to play a cleric is to channel. At higher levels, with feats and/or gear, you can channel heal as a move and/or swift action. Trying to heal in combat is usually a bad idea. Heals just don't keep up with damage output.
As suggested above, read through the guides on clerics. There's a lot of good info in them.
Have you taken a look at the Unchained Monk?
You have mobility, good damage, health (D10), and decent skills. If you put points into stealth, at level 9 with Hellcat Stealth, you can attempt to stealth in while moving (works good with Flying Kick).
AC is decent but not that good...unless you can get him buffed with Mage Armor. Either by a friendly wizard or a wand with Mage Armor in it. If wands are easy to come by in your world, might try talking him into putting skill points into UMD for a Wand of Mage Armor and a Wand of Long Strider. Both very good long duration buff spell for him.
I'd suggest a Slayer using the Slayer talents for the Ranger's Weapon & Shield Combat Style.
This should give you everything you've requested with being resilient, decent damage, good skill ranks, and no magic. Being able to use the Shield for both offence and defense helps out with the damage and the AC.
Very quick build tossed together for you.
Your stat array, you mean 18, 17, 16, 15, 14, 13?
Actually, what it sounds like is that the Lich was playing for time. It has to know the truth will come out sooner or later due to all the witnesses.
I am running a Dwarf Arsenal Chaplain archetype, Warpirest using a Dorn Dergar through the later parts of Giants right now.
Overall, I see my job as being more of a stopper where I try and hold back one big nasty guy or a bunch of his enforcements for a couple of rounds while the party deals with the rest of the enemies.
If you're looking for something like a Dungeon Crawl, I suggest Emerald Spire.
This is a BIG dungeon with lots of floors. Each floor takes around 3-5 hours to clear and there is a 'loose' plot linking them together.
Roleplaying opportunities: The PDF gives some suggested "plot lines" for events around and leading into the Spire. These plot lines are more up to the GM and the Players if they want to be used. There's also couple of different floors in the dungeon with different factions allowing some role play in the dungeon...or the players can be pure murder hobos and kill everything :)
What's bad -
I've found that if you request skill checks and then provide clues leading into the direction you want them to go works.
Something like "You spot smoke raising up above the jungle." "Found a trail leading into the jungle." Traps and possible guards blocking the way you want the party heading usually works wonders for getting them to head the correct way.
Not sure where your skills are at but if you have a high stealth check, think about grabbing the feat: Hellcat Stealth. Allows you to make a stealth check at -10 while being observed.
Then use a Elixir of Hiding (+10 stealth for a hour) and you can try hiding in plain sight.
0 level spells (Cantrips)
1 level spells
Color Spray works wonders for your second spell. You'll be able to trade it out for Shocking Grasp when it's use starts falling off.
The issue with Chill Touch is that it is not Burst damage. Which is where a Magus can excel at.
A Magus using the Arcane Mark with Spell Combat trick has the potential to do more damage then with Chill Touch while using a high crit weapon.
This is the paragraph in the monster rules about Whirlwind that I'm wondering about -
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
According to this, it kind of looks like a Air Elemental can "suck" up the swarm and do damage to it. As the swarms size is smaller.
At low levels -
When not in melee, cast Shocking Grasp, move, attack.
When in melee, Use Arcane Mark while casting defensively. If you succeed, Great. If you flub it, Oh Well, next round.
As you level up, you can start casting Shocking Grasp in melee with little worry.
Higher level spells, I usually pick mostly for Utility, Range, or AoE.
If you grab the Wand Arcana. Using Wands do not trigger AO.
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