Would it a bad choice to pick up Extra Revelation at level one though? It seemed worth the feat.
IMO, Extra Revelation is really nice at the early level and then later you look back and say, "well I wish I would have taken x." Illusion based Oracles are always fun, just go to Veiled Illusionist and you have a really good spell diversity. To do that you have to have Spell Focus (Illusion) and probably want Effortless Trickery, which means Racial Heritage (Gnome), which also means you need all the feats you can afford... leaving little room for Extra Revelation...
Just stick with it, Misfortune will make save or suck spells your bread and butter because characters essentially have to save twice against the spell. Once you get to fourth level, pick up a pick axe (doesn't matter that your not proficient) and the spell hold person Hold Person.
Round One: Hold Person as a standard, move to enemy.
Also, you should stay away from Extra Revelation from now on. Mysteries are good but you will get a lot more as a Dual Cursed Oracle, if you front load now your choice latter will be meh. Pick things like Abundant Revelation so you can use Erase from Time more often.
One last thing, your human FCB will be nice once you get to 4th level. That way you can start picking up spells that you really wanted but you needed to grab a more useful one, look in to situational and utility spells because if you use it correctly you will have pretty good versatility with your casting.
Alternatively, at 6th level you can go into Veiled Illusionist since you have the Haunted Curse. Pick up Spell Focus Illusion at 3rd, Racial Heritage (Gnome) at 5th, and Effortless Trickery at 7th. You will be a full divine caster with a nice list of illusion spells, for which you can concentrate on as a swift or move action, and enemies that disbelieve can be made to re roll their saves...
Edit: Also, regardless of what you do pick up some Breastplate and a Buckler... you need some more AC my friend!
Roll With It wrote:
If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square.
For the prone issue: You are only prone if you hit something and the goblins get to choose which direction they go flying, so make them choose an open direction.
For the staggered issue: Staggered is a lame condition, limiting you to a move or a standard action. However, you can make use of this and charge! What I mean is that you should charge your opponents because you can charge while staggered.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
And lastly, to improve your charging ability give all those cuddly goblins Improved Unarmed Strike and Dragon Style so they can charge through allies and difficult terrain with a little extra oomph from their tiny little fists. It will make your life so much easier and your pcs will hate you for it.
I have only ever seen two Inquisitors played and one is my own. I also feel like they fill in a lot of gaps with their ability to be so versatile, picking up melee/ranged/tanking/healing with their judgments if you build them right. While they won't outshine anyone at any of the above tasks, they do a damn good job of staying relevant and picking up any slack in the party.
GM Arkwright wrote:
My understanding was that the ONLY way to take a race-specific class was to take the Racial heritage feat, requiring you to be human.
I'm sorry for any confusion but I'm only interested in race specific feats. I'm aware of the FAQ for subtypes and archetypes, for which you are correct, I'm just not sure if that extends to feats as well.
Note: This is for PFS, so there is no asking a GM for permission...
I had a quick question, is there anyway to gain the orc subtype besides the Orc Bloodline or Racial Heritage (Orc)?
I ask because I'm looking into being a Dwarf Fighter (Viking or Lore Warden) and taking advantage of Goblin Cleaver Feat, Accelerated Drink Trait, and lots of potions of Enlarge Person. Then I noticed Surprise Follow Through for Orcs/Half-Orcs and thought that would make a good mechanical addition to my build as well as a funny fluff thing (aka I have killed so many filthy Orcs in my time that there blood has contaminated my pure Dwarven blood!).
The only thing is I plan on dumping my Cha and I would like to avoid burning two feats to be able to pick up a third. Also, a level dip would be somewhat of a drag considering the crappy Cha score and not being able to use my spells and what not. Eventually I would like to do something a bit more exciting than fighter with him as well, maybe branch out into Inquisitor but thats another story.
So are there any ways to pick up the Orc subtype other than the two above methods?
Bonus Question: Is there a way to get the Dwarven subtype besides besides Racial Heritage? Would a Half-Orc with Racial Heritage (Dwarf) be a viable option in PFS (is it legal I mean)? Because I might be able to work that Idea out.
Also, I was thinking an Aasimar or Human (with the adopted trait and Enlightened Warrior) Barbarian with levels of Unarmed Fighter or Monk. That way I can get Panther Claw pretty early as well as a nice bonus to speed (+10 from Monk at third, +10 from Barbarian at first).
So I came across the feat Roll With It and I really want to use it with a new character. Creation guidelines are anything Paizo with a 20pt build and I would like to avoid being a summoner but I have no qualms with using Racial Heritage (Goblin) to gain access to the feat. I don't know what level I will be starting at but any help with the build would be appreciated.
I was a bit put off by the staggered bit of the feat until I realized that I can still charge while staggered which is really nice. Then I realized that if I managed to get pounce somehow I would be making full attacks while staggered which is even better. So I think the best build to use in conjunction with Roll With It is a build that can do some cool stuff (or decent damage output) on a charge with no mount. I'm open to any other suggestions though, so please hit me with your best shot...
Also, for those that don't want to click the link above:
Roll With It wrote:
he's not using a ring of continuation, he's making a custom magic item that allows deadly juggernaut to be a continuous effect.
You would be correct, I was tired and read the title as Ring of Continuation, Deadly Juggernaut... Nothing to see here move along *starts to whistle and walks away*
Unfortunately it will not work as Deadly Juggernaut has a duration of only 1/min level, and a spell needs to have a duration of 10 min/level to work in a Ring of Continuation.
The FAQ that Time Forgot wrote:
No, a Mutagen/Cognatogen is not a potion. Therefore you can not extend them with the Extend Potion discovery.
Extend Potion wrote:
This is incorrect, please see the FAQ below. However, I do a agree that it is a human only feat so you will be unable to take the feat unless you are a human.
Edit: Ninja'd by the OP...
As long as they are divine spells there is no arcane spell failure chance and Ranger casts divine spells so there is no problem. The only issue that I can see is that you would need to take a feat to gain proficiency with tower shields otherwise you will have a massive penalty to hit. You may be better off with just a heavy steel shield, but I say that because I'm not a fan of tower shields to begin with.
Well, if you have Malicious Eye, Bolster Jinx, Iron Will, and Sluggish Jinx your Evil Eye will be potent. You can get all of those feats by 7th level and a failed Will save will give the enemy one of the following. First you can go with -5 Will Saves, -3 Fort and Ref Saves, and -1 Attack/Initiative. Or you could go -3 Will Saves/Attack and -1 Fort/Ref/Initiative Saves.
With the first option I would say just skip the Misfortune Hex if an enemy fails their save and hit them with Slumber, then they are out and a Coup de Grais should finish them off. But basically Evil Eye, Misfortune, and Slumber are your go to Hexes and anything after that is what you feel best fists your character.
The dual wielding great swords sounds like good advice... Or a great sword and a ranseur... You don't even need TWF, just stock up on 2HF feats and use two arms for reach, and two arms for close combat... Build into some feats that let you attack everything in range and you will be slicing and dicing and effing "s" up.
The pole arm/great sword comb would be fun, never thought of that. You could also wield a great sword as your primary, a light weapon in your off hand, and a shield in your fourth hand. You don't get an attack from your shield but you do get its AC bonus while TWF with the great sword and light weapon.
What I like about the TWF with two handed weapons (Sabertooth Saw would be perfect) idea is with Double Slice you deal 1.5 Str damage with both attacks, you get 1.5 Power Attack on your primary, and .75 Power Attack on your off hand.
First, you only get the AC bonus from one shield, so there is no need to have 3. Second, the Vestigial Arm Discovery does not grant additional attacks. That means despite having extra arms you cannot utilize them to take more attacks then you normally would be able to.
Vestigial Arm wrote:
You are limited to what your BAB allows, so if you don't have TWF you just get +6/+1 for example. If you have the TWF tree you gain a single extra attack each step, using the previous example with TWF and ITWF you would have +4/+4/-1/-1. The additional arms do not grant you attacks above and beyond that limit. You could however, dual wield two great swords if you so desired.
Okay, so I made a Human Scared Witch via Racial Heritage Orc and I love it. You can even take a dip into Barbarian for a nice boost to your Hex DCs while raging. Just make sure to grab Raging Vitality for Extra effect! Even better is you can lug around an Armored Coat and sling Hexes with no penalty and when you need to cast a spell just spend a move action to remove it. I am basically our meat shield/debuffer.
What I really wanted to try after making my Witch though was a Halfling with the Jinx alternate racial trait, Malicious Eye, Bolster Jinx, and Sluggish Jinx. Just pump your up your Int and don't worry about your Cha because your Jinx save is now tied to your Evil Eye Hex! While you don't get a natural bonus to Int you can easily manage an 18 with a decent Dex and Con Score.
Master Of The Games wrote:
Yeah the previous opening was bad... This next one will hopefully be better.
Oh, I didn't think it was bad. On the contrary I thought it was a moment for the Brute type builds to shine. It was just you could use a mass Explosive Rune or Fireball Necklace tactic much to easy there, especially since we all new where the other players where. However, I really do look forward to the reboot. I may not post a lot sometimes but I am usually lurking so I'll get any messages you post even if I'm not super active.
I take it that's to prevent spam bomb abuse?
I would say thats a fair assessment. No more Confetti with 100+ castings of Explosive Runes and a dispel check or 15+ Necklaces of Fireball and an unwitting firebeatle. While there was nothing wrong with it rules wise, it did somewhat detract from the game IMO because it wasn't about the characters, rather their gear... especially in a rocket tag start like we had.
Sleet Storm wrote:
Did anyone get a briefing as to what to do? I mean should we just walk somewhere or what?
From what I've gathered we are combat and you you have several options. The first being that you fight with everyone in the confined space and hope for the best. The second you run away in attempt not to be slaughtered immediately. Finally you could do something in between these options or something else entirely. We are just going in combat initiate until you are out of danager/dead I think, I'm assuming if you sprint away as fast as you can you wont be in combat anymore.
The above is what I BELIEVE to be happening, I could be wrong.
Not to derail but a 3rd level Wizard with a Int 20 and full ranks in Spellcraft will have a +14 to his roll. The DC for the item will be 17+5+5 (for not having the gate spell) = 27. That means the crafter needs a 13 or better on his check to craft the item. The odds are in favor of him loosing his precious gp trying to craft that item...
Adamantine Dragon wrote:
I love mathfinder! Even though I deal with numbers all day long, I'm a Pricing Analyst, I think its one of the best parts of the game. However, I also love the playing aspect as well and I try hard not to let the number cruncher in me build characters. As for using excel, I wouldn't dream of storing the data and running the calculations any other way.
On a side note Eben, the simple way is perfectly fine unless you are using an ability that says treat all x's as y's, then the expected value formula is a god send. Take a rouge using the Deadly Sneak rouge talent. The rouge now treats 1s, 2s, and 3s as 3s. So we just assume that a 1 and 2 is now a 3. So our formula is now E(6)=(0/6)*1+(0/6)*2+(3/6)*3+(1/6)*4+(1/6)*5+(1/6)*6= (24/6) = 4.
So now I know two rouge talents net me .5 more damage per SA dice. At 11th level that will be an average of 3 damage points per SA, knowing that I'll pass for something else.
Most of the math that I have seen floating around on these boards deal with statistics. There is no set list of things you have to do, you just need to think about what you need to solve and use your tools (math) to figure out what you need to do to answer the problem. We will do an expected value problem for simplicity.
For example: You want to know how much damage your 9th level Rouge with a Str 18 and a +2 Morning Star will do on a successful Sneak Attack.
Now you need to figure out 2 things. The first, what is the expected value of the d8 for the Morning Star. The second, what is the expected value of the 5d6 for your Sneak Attack. Off hand I know that both of these values are 4.5 and 3.5 respectively, but there is an easy way to calculate them if you wish.
Expected Value is E(X) and any individual event is x1, x2, ..., xn
Now: E(X)=x1p1+x2p2+...+xnpn where you can think of n as the final number in the sequence. For the d8 we have E(8)=x1p1+x2p2+...+x8p8. What this says is the Expected value of a d8 is equal to the probability of rolling a 1 multiplied by 1 plus the probability or rolling a 2 multiplied by two plus ... plus the probability of rolling an 8 multiplied by 8. Since it is a d8 with no special stipulations the probability or rolling any given number is (1/8)
So E(8)=[(1/8)*(1)]+[(1/8)*(2)]+[(1/8)*(3)]+[(1/8)*(4)]+[(1/8)*(5)]+[(1/8)*(6)]+[(1/8)*(7)]+[(1/8)*(8)]=(1/8)+(2/8)+(3/8)+(4/8)+(5/8)+(6/8)+(7/8)+(8/8)=(36/8)= 4.5
We could do the same thing for the d6 but it is easier to use the trick that expected value of a dice roll is generally half the value of the dice +.5: so a d8 would be (8/2)+.5= 4.5
A d6 is 3.5, a d4 is 2.5, a d3 is 2, ect.
So now we have the expected value of a d8 (4.5) and a d6 (3.5). Now we just need to plug in the numbers! Your damage will look like the following: 1d8+Str+Enchantment Bonus+Sneak Attack+Anything Else. so you have 4.5+4+2+5(3.5)+Misc Mods or 28+Mis Mod. Now you know how much damage you will do on average with a successful Sneak Attack!
Now you can also use probability in conjunction with expected value to figure out how much damage you will do on average per swing of a weapon. This will factor in miss chances and critical potentials as well!
Damage Per Strike:
I stole the following formula from the DPR Olympics because I didn't want to have to write. Its good and simple and will work for this case.
The damage formula is h(d+s)+tchd.
h = Chance to hit, expressed as a percentage
Now, we need a base line AC to go against lets say 20. Our rouge above will have a +12 to hit (just a random number I'm using). So with a +12 we need an 8 or better to hit, which means we will hit 13/20 or 65% or .65 of the time, which means our h=.65!
Now, lets say we use the expected damage we figured above with no other modifiers giving us a d=4.5+2+4=10.5 and s=17.5!
We only crit on a 20 so our t=(1/20)=.05 and our c=1 since our Critical Multiplier is x2.
So lets plug and Chug!
So every swing of your Morning Star will net you about 18.5 damage. That includes miss chances and critical potentials!
Just thinking about this but would the following work?
Assume a Grenadier with an +1 Agile Conductive dagger with an Alchemist's Fire. He applies the Alchemist's Fire to the weapon, throws the dagger, hits the enemy, and then uses the conductive property. Will he get (1d4+Dex)+(1d6+Int)+(xd6+Int) for a total of 1d4+(x+1)d6+Dex+2Int? Thats not bad for a high Dex/Int character.
Something that I am doing currently is a Human Scarred Witch with Racial Heritage (Orc) and taking into a single level dip of Barbarian with Raging Vitality. You can sling your hexes while you rage for a nice +3 to the DCs.
Something that I have been wanting to try is a Halfling Witch with the Jinx Alt Racial Trait, Malicious Eye, Iron Will, and Bolstered Hex. If they fail their save against your Evil Eye Hex they take a -5 Will Save, -3 Fort and Ref Saves. If you pick up Lightning Reflexes, Great Fortitude, and Sluggish Jinx at levels 7, 9, and 11 and you can apply a -5 to all saves and a -1 to attack and initiative or -3 to all saves and -3 to attack.
Alternatively you could drop Lightning Reflexes and pick up split Hex at 11 so you can hit two people with your Evil Eye at the same time to inflict massive penalties if they fail their save. Best part is the Jinx is attached to your Int when you use it with evil eye so no need to boost your Cha and you could have a Stat array like: Str 7; Dex 14; Con 12; Int 19 (+1 at Level 4); Wis 12; Cha 10.
Jeff Clem wrote:
First, they don't do the same thing. You can actually TWF without the feat, just at a massive penalty to your attack rolls, the TWF feat just reduces that penalty so it is manageable. Rapid Shot provides an additional ranged attack at your highest BAB for the cost of -2 on all attack rolls.
Also, I believe you will find the following insightful, emphasis mine:
Perfect Tommy wrote:
Silence doesn't work because the cackle has no audible or visual components required. You don't actually need to hear or see the cackling witch for her to affect you with it, you only need to be within range.
Big Lemon wrote:
That is correct and I believe it was assumed, as the OP stated, that the above discovery was being used. Since the discovery is assumed to have been taken then he gets 2 attacks for BAB, 1 attack for Rapid Shot, 1 attack for TWF, and 1 attack for Haste or a +6/+6/+6/+6/+1 attack sequence.
Edit: Also, as per the FAQ, TWF does apply in this instance and any other ruling would be a house rule. You could justify this ruling by saying that as the Alchemist prepares a bomb with his right hand he is doing the same with the left, mixing the components one handed. There is nothing to my knowledge that indicates that creating a bomb requires two hands.
Edit: Just to clarify TWF gives you another +6 attack, not a +1 Attack. ITWF on the other hand grants an additional +1 attack. Using both TWF and ITWF you have an extra two attacks, one at +6 and the other at +1.
Couple of Options, note these are bare bone builds.
Prehensile Hair Focus:
Barbarian 1/Witch 10
1: Racial Heritage (Orc), Raging Vitality, Rage
2: Scar Shield
3: Improved Unarmed Strike, Prehensile Hair
5: Weapon Focus (Prehensile Hair), Evil Eye
7: Feral Combat Training (Prehensile Hair), Misfortune
9: Hex Strike (Evil Eye), Cackle
11: Accursed Hex, Major Hex (?)
She will get a lot of debuffing strikes in with here Prehensile Hair. Your to hit will be a bit low at 6 BAB+3 Rage+Con Mod+1 Weapon Focus+AoMF (?); assuming a 24 Con and an AoMF +2 you will have a +19. In Rage your Hair will also deal 1d3+15 damage plus what ever hex you deliver.
Barbarian 1/Witch 10
1: Racial Heritage (Orc), Raging Vitality, Rage
2: Scar Shield
3: Extra Hex (Cackle), Evil Eye
5: Extra Hex (Sleep), Misfortune
7: Extra Rage, Sleep
9: Extra Rage, Cauldron
11: Split Hex, Major Hex (Cook People... Just because we can)
You have 22+Con Mod Rounds of Rage/day and have a nice arsenal of spells, potions, and a wide variety of Hexes. This is more of a support Witch but should still be pretty nice.
Goblin Assassin wrote:
I'm not much of a fan of the scarred witch doctor, the con for casting is nice, but the witch is just too weak to make a good combatant in my eyes. Maybe some kind of white haired witch debuffer build combined with scarred witch doctor?
Unfortunately those archetypes don't stack. However, I love a level dip into Barbarian and taking the Raging Vitality and Extra Rage a couple of times. Then pick up Split Hex, Accursed Hex, and Extra Hex as you see fit and you are sitting pretty with high DCs and versatility for your characters.
Even better is if you take the Barbarian dip at first lvl you get that d12 for HP and you get medium armor proficiency. Then you wear an Armored Coat while using Hexes and when you need to cast spells you spend a move action to take it off. Combined with the Scar Shield and a decent Dex you can have a good AC while slinging Hexes.
But I have to admit I'm biased because I am having a lot of fun with a very similar build.
Try a Barrel. The description says it can hold up to 75 gallons of water meaning it should be water tight, so you can make the case to your GM that it should prevent water from entering the barrel as well. If he goes for that take some extra precaution and layer the inside with a couple of these just incase the barrel isn't as water tight as you hoped.
Or you could wrap the item in cloth (or many cut up Water Prof Bags) and then cover that in plaster. Repeat the previous steps until you are satisfied that you won't ruin the item while in the water.
Those are the cheapest ways I could think of to transport some valuable items through water.
Well one problem is that you don't get a hex at level one of witch if you're a scarred witch doctor :/
Completely sliped my mind. You can easily drop the second Extra Rage for Extra Hex and then you should be fine. You only lose 6 rounds of rage so you still have 20/day which should be enough for at least 2 combats a day.
I disagree with Ender on the Barbarian dip. A one level dip with the Raging Vitality feat will give you a nice bonus to your Hex DCs. While raging your Hex DC increases by 3 which more then offsets the 1/2 increase your forgo by losing a single level of Witch.
As for losing a level of spellcasting, it puts you on par with Sorcerer and Oracle progression which is not a terrible situation. Your main thing will probably be your Hexes anyways so again, losing some spell casting isn't a huge deal.
Here is a Sample build using PFS hp rules
Human Barbarian 1/Scarred Witch Doctor 6
HP: 12 Barbarian+24 Witch+49 Con+6 FCB = 91hp; AC 21, Tch 12, FF 19 (2 Dex, 6 Armor, 3 Shield)
Str 12; Dex 14; Con 24; Int 12; Wis 12; Cha 7
Traits: Accelerate Drinker, Berserker of the Society
Barbarian 1: Raging Vitality, Extra Rage
Equipment: +2 Armored Coat, +2 Mithral Buckler, +4 Belt of Con, spring loaded wrist sheaths, and lots and lots of potions.
You have a decent AC even while raging (19), 26 rounds of rage, 122hp while raging, are a 6th level caster, and if you ever want to use a spell rather than a Hex you can spend a move action to remove your Armor. With Cauldron you can make the buff spells you use most into potions so no real need to cast in combat, and can focus the majority of your prepared spells into utility, buffs, ect.
Edit: This is very close to a character I am currently playing and I love it. I would even consider the Prehensile Hair Hex so you can better deal with mooks. Your Hexs will debilitate bigger enemies but your action economy sucks when it comes to taking out hordes of small enemies.