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RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16. RPG Superstar 6 Season Marathon Voter, 7 Season Dedicated Voter, 8 Season Dedicated Voter, 9 Season Star Voter. FullStarFullStarFullStar RPG Venture-Lieutenant, Tennessee—Kingsport. 3,686 posts (5,073 including aliases). 2 reviews. No lists. No wishlists. 14 Pathfinder Society characters. 19 aliases.



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RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I'm still trying to figure out what to do with my Paladin 2/Something 1 after he got gutted by the ACG errata. I'd like to try something from the new Occult Adventures book, and as a paladin of Shelyn, the spirit dancer medium seems appropriate. Keep in mind that the stats and Paladin levels are set; it's just 3rd-level that I can rebuild.

The build is focused on tanking. He already has a set of +1 full plate, and he fights sword-and-board style, so I'm not getting rid of that. The Spirit Dancer will let me use the Archmage and Heirophant spirits to cast some higher-level buff spells ahead of time (I'm not sure what 1st-level spells I could pick up, since I have to deal with ASF on the archmage bonus spell. Hour/level buffs like false life, defending bone, or greater magic weapon would give me time to put my armor back on). Then in battle, I can go into Champion or Guardian spirits, depending on the situation.

Human Paladin of Shelyn 2/Spirit Dancer Medium 1
17/13/12/7/12/16
Traits: Observant, Deft Dodger

Paladin 1: Dodge, Toughness, paladin stuff
Paladin 2: divine grace, lay on hands
Medium 1: Spirit Focus (champion), spirit dance, medium stuff
Medium 2: spirit aura, +1 Str
Medium 3: Shield Focus
Medium 4: spirit bonus +2, 1st-level spells
Medium 5: Spirit Focus (guardian)

...and so on.

I'm considering swapping in Additional Traits for Magical Knack and something else, but I'm not sure what (Fate's Favored?).

Any thoughts, corrections, or suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I had a previous thread with the same sort of concept, but I've done a lot of rethinking, so I want to start this fresh.

The concept is to make a mono-classed Witch into a TWF melee powerhouse. Here's the planned progression:

Human Witch
17/15/14/14/10/7
Traits: Reactionary, Fate's Favored
Patron: Strength
FCB: +hp
Familiar: Armadillo (+1 nat armor) (Protector archetype)
1: Two-Weapon Fighting, Toughness, healing hex
2: divine favor patron spell, flight hex
3: Weapon Focus (quarterstaff)
4: +1 Str, ward hex
5: Arcane Strike
6: greater magic weapon patron spell, water lung hex
7: Double Slice
8: +1 Dex, divine power patron spell, fortune hex
9: Dodge
10: ??? major hex
11: ???

Key buff spells:
1: divine favor, mage armor
2: false life, defending bone
3: heroism, greater magic weapon
4: divine power, threefold aspect

Between 14 Con, Toughness, the FCB, false life, and eventually threefold aspect, he should have enough HP to survive as a melee combatant.

The familiar gives +1 AC, and the Protector archetype gives it Combat Reflexes and Bodyguard, which it can use without threatening the attacker. I can also outfit it with benevolent armor (since I won't need any for myself) to boost the AC bonus from aiding. Unfortunately, it has a low attack bonus (I think it should be -1, but the stat block lists it at +0). I could use the Beast-Bonded archetype to let it take Weapon Finesse, which will be an effective +5, but that means giving up one of my few feats.

Between heroism, divine favor/power, and Arcane Strike, I should be able to keep my attack and damage bonuses up at a good level (at level 6, I'll be attacking at +11/+11 for 1d6+11/8, even without heroism), and the money I save on armor and weapons can go toward other defense-boosting items.

Any other thoughts or tweaks?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

1 person marked this as a favorite.

This archetype from Occult Adventures intrigues me, but the loss of alchemy and access to alchemist discoveries seems like a big hit. I haven't finished digesting the psychic spell list that he gets. Does anyone have builds they've worked on, or ideas about how to use the different spell list to make a viable character?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I've got a level 2 GM credit blob that I'm looking to create a character for, and I'd like to try one of the new Occult classes. Right now I'm leaning toward an Elf Occultist (I've not played an Elf yet, and they have a great FCB). Here's what I have so far:

CG Elf Occultist
9/16/12(+2)/19/10/8
FCB: +1/2 mental focus
Traits: ???
1: Extra Mental Focus, Implements (evocation, transmutation)
2: Implement (divination)

Spells:
0 - Light, Read Magic, Message
1 - Burning Hands, Heightened Awareness, Liberating Command

Focus Powers:
Trans: Legacy Weapon, Size Alteration
Evoc: Energy Ray
Div: Sudden Insight

Mental Focus:
Trans: 5 (+2 Constitution)
Evoc: 2 (+1 blasting damage)
Div: 2 (+1 Perception)

Skills:
Knowledge(arcana) +9
Knowledge(engineering) +9
Knowledge(history) +9
Knowledge(planes) +9
Knowledge(religion) +9
Linguistics +9
Perception +8
Spellcraft +9

The idea here is to focus on support, with a little blasting thrown in. What he lacks in sheer power compared to a 9-level caster, he makes up for in versatility and staying power, using focus powers to hand out buff spells more generously than a wizard could afford to do.

Any thoughts or suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

My Paladin 2/Kata Master Monk 1 got hit hard by the ACG errata, losing the ability to Parry and Riposte, which is main reason I took the level of monk in the first place. He would have continued in Paladin after the level dip.

The character is focused primary on being a melee tank, and the good monk saves, free Snake Style (to use Sense Motive in place of my abysmal touch AC), and Parry/Riposte were all important to that concept. Now that the Opportune Parry and Riposte were taken away, it looks like I have 3 options:

1) Change the Monk level to Swashbuckler, so he can still Parry/Riposte.

This keeps the swashbuckling feel I was going for, but means an effective -2 hit on Fort and Will saves compared to the monk, plus losing Snake Style. Also, my weapon will have to be downgraded from a temple sword to either a rapier or a Morningstar. On the other hand, the Inspired Blade archetype would get me more panache and free Weapon Focus.

2) Keep the Monk level, but take a level of Swashbuckler next.

This would keep all the other goodies from the monk level, and still let me Parry/Riposte, although I'd still be downgrading the weapon as before. Also, it would slow down the progression of my Paladin features even more.

3) Retrain the level into Mesmerist, and continue in Mesmerist.

This would give me a chance to explore one of the new Occult classes, but it would be a completely different play-style than I originally intended. However the Painful Stare ability seems like it would fill the place of Smite Evil, and the magical support would be interesting to play with. The Vexing Daredevil archetype is especially intriguing. However a 2-level delay into a 6-level casting class makes me wary.

Any thoughts or other suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I've been trying to theorycraft a Fey Zealot for possible PFS play, but I'm coming up totally short on how to make it viable in combat. The problem I'm running into is that it's a 3/4 BAB class with almost no bonus feats or other class features to boost accuracy or damage. And the druid/ranger spell list has almost nothing in terms of accuracy or damage buffs.

That is, except for natural weapons, but then the Fey Zealot has no way of gaining natural attacks (although the Abyssal Zealot does).

I think that to make the Fey Zealot combat-viable, in addition to the druid/ranger spell list, the it should pick up some key cleric buffs, such as divine favor/power as a pseudo-domain spell list, just like the other Zealot specializations, or have a way to gain natural attacks to put the druid/ranger spell list to good use.

Or is there something I'm missing?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I may be putting together a Vigilante for the playtest for some PFS games this weekend, and I'm particularly interested in using a Kitsune, for the stats and the disguise aspect. I'd like to try the Fey Zealot option, and I'm looking for a combat style that works.

I have a boon that lets me take Elven weapon familiarity, so I could go for a Finesse build with an ECB. But with my Str penalty, it would be prohibitively expensive to get up to 13 Str for Power Attack, and it doesn't qualify for Piranha Strike. The Fey Zealot only gets Druid/Ranger spells on his list, so is there anything outside of lead blades that could boost my damage? I'm already planning on taking Zealot Smite, which should keep my damage up for the big fights, and I can get the sword agile eventually, but that's not much.

Alternatively, I could go with archery, but since I only have the GM credit to start at level 2, I'd have to go without Precise Shot, which I really don't want to do.

Any suggestions?

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka RainyDayNinja

John Compton wrote:
For those wondering whether to risk a new character built using GM credit, note that we’re explicitly allowing rebuilding once the hardcover book hits the shelves.

Do you mean rebuilding within the Vigilante class (such as dumping nerfed talents, or picking up an archetype), or complete rebuilding?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I'm planning out a writing project that involves travel to parallel universes, a la Sliders. But I'm having trouble coming up with ideas for parallel universes that go beyond the gimmicky "The world has been taken over by such-and-such civilization/technology/biome/natural disaster!"

I tried searching for random articles on Wikipedia for inspiration, but it turns out most of Wikipedia's articles are for obscure Eastern European villages, football clubs, and Bollywood actors.

So now I'm turning to the Paizonians. What are some cool/fun/dramatic parallel universe ideas to explore? (And I'm excluding cosmic-level differences, so no deadly meteors or tinkering with the fundamental constants of physics.)

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Just a bit of theorycrafting here: What's the best way to build a character specializing in the Inflict Wounds spells?

Human Inquisitor (Sanctified Slayer)
8/16/14/8/19/7
1: Weapon Finesse, Spell Focus (necromancy), studied target +1
2:
3: Spell Specialization (ILW), Precise Strike
4: (change SpSpec to IMW), +1d6 sneak attack
5: ???, studied target +2

I'm not really sure where to go from there. Precise Strike and sneak attack keep damage up if you can get flanking, and studied target boosts your touch attack, damage, and save DC.

Any other ideas?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

So I have a level 10 Monk of the Four Winds/Qinggong Monk in PFS, and I'm looking at using the free rebuild to make him Unchained. The big problem is that I would lose my Elemental Fist stuff (sure, I could take it as a regular feat, but that wouldn't scale like the archetype does). Between Elemental Fist + Shaitan Style, a shocking amulet of mighty fists, scorching ray and hydraulic push as ki powers, he had a very elementalist flavor to him that I hate to lose.

The Elemental Fury ki power is nice, but I don't like how the type is locked in permanently. Picking up the dragon's breath ki power will be really nice, but I'm looking for a little more. I'm consiering picking up Elemental Fury for something like cold damage, then deliquescent gloves for acid damage, so I'd have 2 or 3 d6's of different energy damages on all my unarmed strikes. Is there anything else I can do to get more elemental-style powers?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

This is just a bit of theorycrafting I've been playing around with lately, and I'm wondering if the wisdom of the Internet can make it a little more viable. The idea is to stack buffs to make a full-classed Witch into a decent melee fighter.

Half-elf Witch (Bonded Witch)
16/15/14/15/10/7
Traits: Fate's Favored, ???
1: Two-Weapon Fighting
2: divine favor patron spell
3: Double Slice
4: +1 Int
5: Arcane Strike
6:
7: Dodge
8: +1 Dex, divine power patron spell
9: Toughness
10:
11: ???

The combination of divine favor/power, heroism, and Arcane Strike keep the attack and damage bonuses adequate, and hex selection is still wide open for utility stuff like Flight. Choosing a quarterstaff (or more powerful double-weapon using Ancestral Arms) as a bonded item allows both ends to be enchanted for cheap, plus a free greater magic weapon every day.

The main downside is the lack of good defensive buffs. Witches get mage armor, false life, and ironskin, but miss out on barkskin, shield, mirror image, blur, etc. Are there any other tricks we could use to keep her physical defenses up?

Any other suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I'll be taking this character to a convention this weekend, and I want to make sure I've got the build worked out. He's sitting at 3.0 right now (so the 3rd level is still completely mutable).

Human Paladin of Shelyn 2 | Kata Master/Master of Many Styles 1 | Paladin X
17/13/12/7/12/16
Traits: Observant, Deft Dodger
Paladin 1: Dodge, Toughness, detect evil, smite evil
Paladin 2: lay on hands, divine grace
Monk 1: Snake Style, Additional Traits (Magical Knack, Fate's Favored), panache pool (opportune parry and riposte, derring-do), Improved Unarmed Strike 1d6, other monk stuff
Paladin 3: +1 Str, mercy, divine health, aura of courage
Paladin 4: Weapon Focus (morningstar), spells, channel energy
Paladin 5: divine bond
Paladin 6: Shield Focus or Extra Panache, mercy
Paladin 7: +1 Dex
Paladin 8: Extra Panache or Shield Focus, aura of resolve

The goal here is to tank with high AC and saves, plus parry and riposte for extra attacks. He fights with a heavy shield and a morningstar (which will eventually pick up the answering enchantment).

The Fate's Favored trait lets me prebuff with a wand of divine favor for +2 attack and damage. I'm skipping Power Attack, because the penalties work against my parrying, and instead relying on divine favor, an answering morningstar, and smites for damage boosts. Snake Style boosts Sense Motive for diplomatic encounters, plus gives me a 1/round defense when someone targets my abyssmal touch AC.

Are there any other tweaks I can make to improve?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I'm playing my first Core PFS game this weekend, and I'm looking for a character idea I like. I'd like to play a spellcaster, because it seems the local Core population is heavily weighted toward melee, and I'm leaning toward illusion. I've never played a Gnome, so this looks like a perfect opportunity for that. I'm not quite sure whether to build him as a wizard or sorcerer, though:

Wizard (Illusionist)
6/14/14/18/12/9
Traits: Reactionary, Wisdom in the Flesh (Swim)
Opposition Schools: Evocation, Conjuration
1: Spell Focus (illusion), Toughness
3: Greater Spell Focus (illusion)
5: Improved Initiative, ??? Metamagic Feat
7: Spell Focus (necromancy)
9: Greater Spell Focus (necromancy)
10: Quicken Spell
11: ???

Sorcerer (arcane)
6/14/14/12/10/19
Traits: Reactionary, ???
1: Spell Focus (illusion)
3: Toughness
5: Greater Spell Focus (illusion)
7: Improved Initiative, Spell Focus (necromancy)
9: Quicken Spell
11: Greater Spell Focus (necromancy)

They've each got their advantages...

Wizard
-More flexible and versatile
-More skill points and better Knowledges
-More bonus feats, and faster feat progression
-Faster spell access
-Good school powers

Sorcerer
-Leverages racial Charisma bonus for higher DCs
-Better Bluff skills to complement illusions
-More total spells
-I don't have another Sorcerer in PFS already (I have a Conjurer wizard planned)
-No opposition schools

So I'm torn. Anyone have tie-breaker points to pitch in? Or tweaks to consider in the builds? Or general advice on how to use illusions effectively?

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka RainyDayNinja

1 person marked this as FAQ candidate.

I just picked up Eldritch Heritage (arcane) on my level 7 bard, and for the bonded item, I'd like to do a wand, and enchant it as a wand of heroism. Since I'm crafting it myself, does that mean I bypass the usual requirement of getting it as a Wizard spell, and can get it as a 2nd-level spell at CL4? That would be a huge discount, letting me craft it for only 3000 gp, so I wanted to double-check to make sure that's how it would work. Am I missing anything?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Apparently the nominations open tomorrow. Is anyone nominating or voting for these this year? I paid for a membership last year, so I'm entitled to nominate this year, although I've got nothing to offer for most of the categories. Anyone care to share what they're nominating?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I've got a Paladin character who I haven't played in a couple of years, but his last adventure got him to level 3. I was brainstorming what I could do with him to make him a little more interesting to play (he was built as a sword and board tank), and I'm looking at multi-classing into Swashbuckler from here.

Calomel the Mercurial
Human Paladin of Shelyn 2/Swashbuckler (Mysterious Avenger) 1
17/13/12/7/12/16
Traits: Observant, Deft Dodger
1: Dodge, Toughness, smite evil, detect evil
2: divine grace, lay on hands
3: Feat???, swashbuckler's finesse, panache (opportune parry and riposte, dodging panache, derring-do)

Right now he's sitting at 24 AC with +1 full plate and a heavy wooden shield (I'll switch out to a buckler before I get precise strike, the only class feature that forbids a heavier shield), and has +7 on all his saves. Pretty solid.

For the record, the only Swashbuckler class features that don't work for him are swashbuckler's finesse (who cares? He's got Strength), dodging panache (he's got good AC in full plate), nimble (again, don't need the AC boost), and charmed life (because the Cha bonus won't stack with divine grace). The Mysterious Avenger archetype trades out nimble, and lets me use charmed life on AC (in addition to giving me 3 more uses). That's pretty good, but I do also lose my bonus feat and free Improved Critical.

My current plan is to go with a morningstar as my main weapon, just to be weird. That means I don't miss the lack of Improved Critical as much, and the d8 damage die puts me at a sweet spot for enlarge person if I so choose.

Here's what I'm still mulling over:

1) Is the Mysterious Avenger archetype worth it for me? Is the loss of a bonus feat and a weaker Swashbuckler Weapon Training too much to make Greater Charmed Life worth it?

2) What should my third-level feat be? I'm considering Power Attack, but it may not be necessary with precise strike and eventually an answering weapon. Since I won't be getting as many crits, would Extra Panache be better? Or something else entirely (like Shield Focus)?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

So I have a Paladin that I haven't played in a couple of years, because I kind of got bored with him. He was intended to be a tank, but that playstyle wore out quickly for me, and right now he's sitting at level 3.0. I'm looking for ways to breathe new life into him with retraining. Here's what I have right now:

Human Paladin of Shelyn
17/13/12/7/12/16
1: Dodge, Toughness
3: ???
Traits: Deft Dodger, Observant(?)
Gear: Mwk. Full Plate, Mwk. Scimitar, Heavy Wooden Shield

I'm not sure whether I want to build from those 2 levels of Paladin and then go into something else, or just retrain entirely. My two ideas so far are:

1) Go into Bloodrager at 3 (Steelblooded to keep the full plate, Destined bloodline for extra AC and saves) and be a tank but with more tricks.

2) Continue into Swashbuckler at 3 (Mysterious Avenger to trade out Nimble, leaving me with only one deed unusable in full plate, and giving me something to do with my Charmed Life besides a non-stacking Cha to saves)

Any other ideas or suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I'll be debuting this character, sitting at level 2 right now with GM credit, this Saturday, and I'm looking for any last tweaks to get him in tip-top shape:

Mr. Tickle
Half-Elf Bloodrager (Aberrant, Steelblooded)
17/14/14/10/10/12
FCB: +1 rage/day
Traits: Accelerated Drinker, Elven Reflexes
Alt Racial Traits: Dual-Minded

BR1: Power Attack, staggering strike, indomitable stance
BR2: armored swiftness
BR3: Combat Reflexes, blood sanctuary
BR4: +5' reach, +1 Str, Eschew Materials
BR5: Improved Bull Rush, armor training 1
BR6: retrain Combat Reflexes -> Greater Bull Rush, Bonus: Combat Reflexes
BR7: Quick Bull Rush, blood deflection
BR8: aberrant fortitude, +1 Con
BR9: Raging Throw, Iron Will, armor training 2
BR10:
BR11: Improved Initiative, greater rage

The schtick is to use Accelerated Drinker to get enlarge person and long arm off in the opening round, then get ready for AoOs. Weapon will be a Tepoztopilli for the reach, threat range, and two damage types. If I get both buffs off, I'll threaten in the 15'-25' range now, and 15'-30' when I hit level 4. Bull Rush will let me knock anyone who closes with me back into the gauntlet to provoke again. Anything else I should consider?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I'm getting ready to pick up Eldritch Heritage (Arcane) on my bard, and I'm trying to decide what bonded item to take. I really want to take advantage of the 1/2 price discount on enchanting it, so I'm looking for the best amulet, ring, or staff (not interested in a wand, and he doesn't use weapons).

Here's what I'm looking at so far:
-Ring of Wizardry II (Pro: I can hand out heroism like candy. Con: Still expensive, even at half price)
-Necklace of Fireballs (Pro: Cost-effective way to bring AoE damage. Con: Super-dangerous if I fail the wrong save, though I have a few ways to reroll saves)
-Staff of Healing (Several restorations per scenario, plus good heals if I need them)
-Staff of Radiance (Spamming glitterdust, and the odd daylight or searing light if I need it)

I know there are some great staves with 4th-level spells on them, but I don't want to wait until level 10 before I can recharge my own staff. Is there anything I'm missing?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I'm playing around with ideas for a Kitsune archer build (I have a boon that would get me proficiency with bows), and I'm interested in the Eldritch Scrapper archetype for sorcerers. It gets me martial flexibility like a brawler, which would make up for the lack of combat bonus feats, while allowing full arcane casting (for buffs like heroism and haste). But I'm not sure if that will make up for the loss of BAB compared to something like an Oracle or Ranger, especially at early levels. So here's where I need some crowdsourcing:

1) What low-level (1st or 2nd level) spells would buff my archery?

2) What bloodline would fit best, in terms of bloodline arcana and powers, and bonus feats?

Imperious bloodline would be best, but this has to be a Kitsune, not a human, so it's out. Any thoughts?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I've got a monk, my very first PFS character, whom I haven't played in almost two years since his third death in a TPK at Con of the North 2013. In the meantime, I've put some GM credit on him to get him up to level 9, and I'm stuck on what feat to give him. His stats are something like this:

Dwarf
18/14/15/10/20/5
Monk of the Four Winds, Qinggong
Traits: Adopted by Gnomes - Rapscallion, Freedom Fighter
Feats: Dodge, Ironhide, Weapon Focus (unarmed), Shaitain Style, Improved Trip, Improved Grapple, Deflect Arrows

Ki Powers: Scorching Ray, Barkskin, Hydraulic Push

Key Gear: Shocking Amulet of Mighty Fists, +2 Wis headband, +2 Str belt, Bracers of Armor +2

My ideas for feats so far are:
-Shaitan Skin: I can combo it with Medusa's Wrath at level 10 to get extra attacks. Also, I can pick up Shaitain Earthblast at level 11 for cool stuff.

-Arcane Strike: It's a damage boost on a character who has lackluster damage, but the swift action cost conflicts with my ki abilities.

-Toughness: Because he's died 3 times already. Come on!

Any other thoughts?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

3 people marked this as a favorite.

Everyone who has voted in previous RPG Superstar competitions knows that there are some item concepts that keep showing up, no matter how many times they've been done before, or how many times people are warned against them. But with the switch to other types of magic items, how might those cliches change? Here are my predictions:

On the way out:
-Magic Walkie-Talkies (they'll still be here, mostly as rings, but I predict a lot less of them)
-Camping items

Here to stay:
-Spells in a can (will any staves avoid this?)
-Skill bonuses in a can
-Blood, gore, and mutilation
-Elaborate backstories (on steroids this year)

The new cliches:
-Life-stealing swords
-Metamagic feats disguised as rods
-Items intended to "fix" the ACG classes
-Weapon/armor special abilities instead of unique items

What are your predictions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I've been looking over these new classes, and I'm not seeing any good options for making martial characters that can keep up with existing full-BAB classes. None of the new classes have full BAB, and if I'm not mistaken, the only bonus combat feat in the whole playtest document is Weapon Finesse for one of the Medium spirits (and since it can be swapped out on a day-to-day basis, it can't be used as a prerequisite).

The classes as they are seem to focus too heavily on utility. They're loaded up with situational abilities that are nice to have, but at the expense of bread-and-butter boosts to combat or spellcasting that can make them excel at any role.

Or am I missing something?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I'm leveling up a PFS bard to level 5, but I'm not quite sure where to take him. I play him exclusively alongside my wife's Fighter (Elf with Weapon Finesse/Power Attack on an Elven Curve Blade), and right now he looks like this:

Emberkin Aasimar Bard 4
7/14/14/16/12/18
Traits: Reactionary, Desperate Resolve
FCB: +1/2 to level for Inspire Courage

1: Lingering Performance
2: Versatile Performance (Oratory)
3: Improved Initiative
4:

Spells:
1st: Feather Step, Grease, Feather Fall, Charm Person
2nd: Heroism, Ghostbane Dirge

Until now, I've been spending my turns in combat juggling a Lingering Inspire Courage and taking pot shots with a crossbow, but now I'm looking to kick it up a notch. I need a new feat (and now that I have more rounds of performance, I'm open to retraining Lingering Performance), and another 2nd-level spell (and I get a free spell swap on top of that), but I don't know what to take. Some ideas I've considered are:

1) Retrain Lingering Performance to Skill Focus, then take Eldritch Heritage to pick up a familiar.

2) Retrain Lingering Performance to Spell Focus (evocation), pick up Spell Specialization with Ear-Piercing Scream, and add a little blasting to my toolbox (Thundering Drums looks like fun when I get to level 7).

3) Pick up a more broadly useful Spell Focus, such as Enchantment.

Any other ideas on where I can take this? I'm not terribly interested in using a whip or focusing on Intimidate (I don't have any ranks in it yet) for Dazzling Display or anything like that, but I'm open to suggestions.

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I'm trying to develop a character build to go alongside my fiancee, and I wanted to get it down on (virtual) paper. We'll both be playing Kitsune archers, and hers will be a Hooded Champion/Trapper. Here's an oracle that I'm considering playing with her:

Kitsune oracle (Warsighted, Wood mystery, lame curse)
10/17/12/12/12/16
Traits: Fate's Favored, Reactionary
FCB: -1 non-proficiency penalty (longbow)/hp

1: Point-Blank Shot, martial flexibility
2:
3: Precise Shot, wood bond
4: MWP (longbow), +1 Dex
5: Rapid Shot
6:
7: Deadly Aim, martial flexibility (2 feats)

...and so on and so forth, picking up the various archery feats.

Martial flexibility from the Warsighted archetype helps make up for the lack of bonus feats, and Wood Bond and divine favor make up for low BAB and Strength.

Any thoughts or suggestions? Are there any good group buffs before prayer that I can use to help out my fiancee's archer?

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So my fiancee wants to make a pair of Kitsune archers for PFS. She's going to go with a pretty simple Ranger build since she's still learning the game, but that's not good enough for me. I want something with a little more oomph to it, so I'm soliciting suggestions for an archer to play alongside her. I'm looking for versatility, lots of tinkering under the hood, and a combination of archery and support. Here's what I've thought of so far:

-Bard (bog standard archer build)
Pros: Good stat synergy, good support capabilities
Cons: I already have a bard I play with her other character, not much original about it

-Summoner (archer eidolon with support/archer summoner)
Pros: Haste at level 4, better action economy
Cons: Too cheesy? Super feat starved

-Swashbuckler (flying blade archetype)
Pros: Cinematic feel, good stat synergy
Cons: Short range, not really archery

-Oracle (warsighted + maybe psychic searcher + wood mystery)
Pros: Flexible, full spellcaster
Cons: Already have a martial oracle

Any other suggestions?

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I had an idea for a build that I probably won't get to play, but I thought I'd post it anyway. The idea is to make good use of Combat Patrol, so the focus is on mobility and AoOs.

Elf Bloodrager (Aberrant)/Fighter
16/16/13/10/8/12
FCB: +1' movement

BR1: Power Attack, fast movement
BR2:
BR3: Combat Reflexes
BR4: +5' reach, +1 Con
F5: Mobility, Combat Patrol
BR6:
BR7: Iron Will, ???

So at level 5, while raging and in Combat Patrol, he has 15 feet of reach, 4 AoOs, and 45 feet of movement to maneuver in between attacks. Investing in UMD for a wand of longstrider wouldn't be a bad idea either. His main weapon is something with an 18-20 range to take advantage of the staggering strike ability from the bloodline.

Any thoughts?

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I'm planning a new PFS character, and I'm intrigued by the new Investigator class. I'd like to try a half-orc for a few reasons: because I still haven't played one in PFS, to take advantage of the racial weapon proficiency, and to subvert the stereotype of the big dumb half-orc fighter. Here's what I have so far:

Half-Orc Investigator
Traits: Fate's Favored, Reactionary(?)
Alternate Racial Traits: Skilled, Sacred Tattoo, Shaman's Apprentice
17/14/14/14/12/7
Gear: Greataxe, Elven Chain
1: Extra Inspiration
2:
3: Power Attack, IT: Mutagen
4: +1 Str
5: ???, Expanded Inspiration

With the favored class bonus, this gives me 10 skills/level, which is nice. But since all of his extracts are essentially buffs, I'm looking for more tricks to have up my sleeve in combat. What should my feats focus on at 5 and past? And what other Investigator Talents would be worthwhile for a Str-based build like this?

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Balanced Summoning wrote:
You maintain balance by calling on opposing forces when summoning. Whenever you cast a summon monster spell, you can summon two creatures from a single list 1 or more levels lower than the level of the spell. The two creatures must have alignments that are opposite along at least one axis (chaotic and lawful or evil and good). For example, if you cast summon monster III, you could summon a celestial wolf and a fiendish hyena from the 2nd-level list.
Superior Summoning wrote:
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

If I combine these abilities, do I get 2 of one alignment and 1 of another? Or do they simply not combine?

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Since the School Savant arcanist archetype can select a wizard school specialization, does that apply to the Thassilonian sin magic in Inner Sea Magic (I have the boon that lets me select those for a new character)?

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I recently got the boon that allows me to use the Thassilonian "sin magic" wizard schools, and I'm intrigued by the idea of focusing on Conjuration/Sloth and going into the Magaambyan Arcanist PrC to get the Aura of Good to use with Sacred Summons.

The trouble is that they only get an Aura of good, and not law or chaos, so the only monsters I can get with Sacred Summons are those with the Good subtype and NOT Law or Chaos. The Summon Good Monster feat adds a couple of options (the notable ones being Foo Dog at SM3 and Foo Lion at SM4).

Are there any other ways to expand my summon list to include more NG-aligned outsiders?

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My bomb-throwing alchemist recently hit level 9, and I'm getting him ready for GenCon. He's pretty good overall, but I'm worried that I'll run into underwater combat and be totally screwed over. So now I'm looking for ideas on what he can do in combat underwater. He already has water breathing as an extract, so he can survive just fine. Here are my thoughts:

-My trap breaker archetype allows me to plant land mines with my bombs. This gets past the restriction on thrown weapons, but it would be difficult to force it to trigger.
-defensive shock extract in a potion sponge, so I just tank and try to bait enemies into attacking me. On that subject, I could have sworn I saw a rule that electric and sonic effects were somehow boosted underwater, but I can't find it now; did I imagine it?
-Underwater crossbow. Cheap, but abyssmal damage
-Staff of Entwined Serpents. Slightly better damage than the crossbow and an auto-hit, plus useful on land if I want to save bombs, but it costs a bit over 5000 gp and I'm hosed against SR.
-Wait until level 10 and keep a beast shape II extract on hand to turn into a giant crab and try to grapple people. Any other ideas on what to polymorph into?
-Get a wand of one of my defensive buffs (probably blur) and just concentrate on supporting the people who CAN attack.

Any other ideas?

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63 people marked this as FAQ candidate. Answered in the FAQ. 3 people marked this as a favorite.

I've seen variations on this crop up a few times, so I want to start more centralized post so we can hopefully get some clarity.

When a rule allows you to use one ability modifier in place of another for a skill check, ability check, or saving throw, does it still count as based on the original ability score, or the new one?

Example 1: A fighter with the Lore Warden archetype ("All Intelligence-based skills are class skills for lore wardens.") takes the Precise Treatment trait ("...you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier."). Is Heal a class skill for him?

Example 1b: A fighter with the Lore Warden archetype takes the Student of Philosophy trait ("You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true."). Do Diplomacy and Bluff count as class skills for him? Do they count as class skills only in those specific circumstances?

Example 2: An Inquisitor with the Conversion inquisition ("You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.") dons a circlet of persuasion ("This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks."). Does she still gain the +3 bonus on Bluff, Diplomacy, and Intimidate?

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Here's another in my quest for a blasting build that I like. This one focuses on conjuration spells with acid and cold damage, to complement my fiancee's standard fire-based evocation build.

Dwarf
7/16/14/13/9/15
Tattooed Sorcerer (Orc Bloodline)
Traits: Gifted Adept (Snowball) -> retrained to Magical Lineage at level 2
???
FCB: +1/2 to damage from acid and earth spells

1: Spell Focus, Varisian Tattoo (conjuration)
Snowball 3d6+3
2: Snowball 3d6+3
3: Spell Specialization (snowball)
Snowball 5d6+5
4: Move Spell Specialization to acid arrow
Acid Arrow (2d4+4)x3
Snowball 5d6+5
5: Intensified Spell
Acid Arrow (2d4+4)x3
Snowball 6d6+6
6: Move Spell Specialization to ice spears
Ice Spears (4d6+4)x2
Acid Arrow (2d4+5)x3
Snowball 7d6+7
7: Bloatmage Initiate
Ice Spears (4d6+4)x2
Acid Arrow (2d4+5)x4
Snowball 9d6+9
8: Ice Spears (4d6+4)x3
Acid Arrow (2d4+6)x4
Snowball 10d6+10
Acid Pit 6d6+10 (+1d6+1 non-lethal)

And so on. Since the low-level spells depend on ranged touch attacks, my first purchase will probably be a wand of true strike. I'll probably round out my spells known with utility spells like glitterdust and grease, and buffs like haste.

Any suggestions for improvement? Is there a second trait that would help this build more than Reactionary (other than Wayang Spellhunter)?

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So my fiancee wants to play a blaster for her next character, and I want to do the same right alongside her. She'll be playing a bog standard fire sorcerer, but I want something off the beaten path. I have a race boon that lets me play a Nagaji, so I thought I'd try the Naga Aspirant druid archetype, which lets me add a bunch of arcane blasting spells to my spell list. Here's what I have:

Nagaji
Tattooed Sorcerer 1/Naga Aspirant Druid X
Orc Bloodline/Feather domain
Traits: Magical Lineage (lightning bolt), Reactionary
9/14/14/13/15/12

Sorcerer1: Spell Focus (evocation), Varisian Tattoo (evocation)
Druid1: (+ magic missile)
Druid2: (+ mage armor), Spell Specialization (magic missile)
Druid3: (+ acid arrow)
Druid4: animal companion, Boon Companion (+see invisibility)
Druid5: (+ lightning bolt), move Spell Spec to lightning bolt
Druid6: (+ fireball), Bloatmage Initiate (evocation)
Druid7: (+ divine power)

And so on. Magic Missile and Flaming Sphere will be my bread-and-butter attack spells at low levels, until I get my animal companion to fight for me, and the classic 3rd-level blasting spells.

Any recommendations for animal companions? I want something fun, not necessarily super-optimized. I kind of like the vermin companions; a beetle with trample could be fun, or a crab with claws+grab. The giant scorpion is also sweet, but doesn't advance until level 7, which is a bummer.

Any other ideas?

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I'm considering the next character to play alongside my fiancee, and since I want to focus on support, I'm looking at making a Summoner whose eidolon is a master of mental skills. He would put almost all of his evolutions into either stat bumps to Int, or Skilled for the +8. Of course, he would be only mediocre in combat, but with my Summoner tossing out haste and lesser evolution surge to pick up Grab, he should still be able to hold his own. Here's what I have so far:

Oread Summoner (Shaitan Binder)
1: Extra Evolution
3: Improved Initiative
5: Extra Evolution

Biped Eidolon (extra +2 from archetype to Int)
1: Skilled x4, Weapon Focus (claws)
2: Skilled
3: Skilled, Power Attack
4: Ability Increase (Int)
5: Int +1, Skilled x2
6: Skilled -2, Ability Increase (Int), Cosmopolitan (for more class skills)

...and so on. I'd probably start with Knowledge (arcana and planes) and Perception and Sense Motive at first level (+11 for the Int skills, +12 for the Wis), then expand to Knowledge (history and dungeoneering) and Linguistics, then Knowledge (religion and local).

Any thoughts or advice?

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I'm trying to come up with an idea for my next PFS character, and I'd like to try some kind of blaster. But I don't want to go the same route as other people. That is, no Crossblooded Orc/Draconic sorcerer, no fire domain Theologian cleric, no Flame/Burned oracle, and no Admixture wizard, or at least not specializing in the same few spells.

Does anyone have any suggestions for thinking-outside-the-box blasters?

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I'm interested in making an arcane blaster for my next PFS character, but I want something off the beaten path. I'm interested in the Magician archetype for bards, because it gives access to other arcane spells, and provides a CL boost that will stack with things like Spell Specialization. The problem is, there don't seem to be many great blasting spells before getting fireball at level 10. Any suggestions?

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With the release of the new source books (Inner Sea Gods, Inner Sea Combat, Alchemy Manual, Undead Slayer's Handbook), there are a LOT of new options available for PFS.

For players, what are some cool new options worth looking at, both in terms of power and flavor?

For GMs, what are the strange new rules that we should be aware of that might come up in games this weekend?

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So my girlfriend recently got her first character up to level 2, and we're going to go through the leveling up process before our next game tomorrow night. Since she's new to the game, I want to come up with a list of feats for her to pick from that will be simple enough for a new player to understand and use.

Her build is an Elf Fighter, using an Elven Curved Blade with Weapon Finesse and Power Attack. She also has the Lore Warden archetype for extra Knowledge skills.

So far, I've identified these candidates:
-Improved Trip (she'll get Combat Expertise for free from the archetype, and this will give her something to do besides swing for damage)
-Weapon Focus (simple, never need to remember to use it, and qualify for Weapon Specialization later, but rather boring)
-Blind-Fight (we had to fight in deeper darkness in the last game, so this might appeal to her, but it's situational)

Any other suggestions?

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So this thread got me thinking: if a pure-classed Wizard can't cut it as a martial character, could the combined power of arcane AND divine buffs bring him up to snuff?

Here's what I'm looking at so far:

-Cleric with Trickery domain (for the 2nd-level divine SLA) and Plant domain (for barkskin as a domain spell)
-Wizard (transmuter)
-Tiefling for 2nd-level arcane SLA
-Start at level 6+ to use an agile dagger.
-Magical knack for cleric caster level, and Fate's Favored to boost divine favor

7/18/15/14/14/8

1: Cleric
2: Wizard
3: Wizard
4+: Mystic Theurge

By 6th level, he's casting as a 5th-level wizard and 4th-level cleric (CL 6). So he's got mage armor, heroism, false life, and greater magic weapon going from wizard slots, plus barkskin from a cleric slot, and divine favor when combat starts.

Are there any other long-duration (10 minutes or 1 hour per level) buffs I'm missing? How else could we make this work?

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So my cleric just got to level 11, and I'm seriously considering retraining my Spell Focus feat from enchantment to either conjuration or necromancy. Both have some great offensive spells, and I specialize in save-or-sucks. I'm still trying to work through which school would be better for my Spell Focus.

Right now, my build includes:
-23 Wis (including a +4 headband, which I might upgrade to +6 soon)
-Selective Channel, Spell Focus (enchantment), Spell Penetration, Greater Spell Penetration, Improved Initiative, Divine Interference
-Lesser Bouncing Metamagic Rod (and likely a medium version soon)
-Lesser Persistent Metamagic Rod

So the spells I'm looking at using in each school are:
Conjuration:
2-Create Pit
3-Spiked Pit
6-Hungry Pit (from the Caves subdomain)
4-Hallucinogenic Smoke (30 foot cone, Fort save or be nauseated)
5-Plane Shift
6-Chains of Light (basically Hold Monster, but targeting Reflex and no SR)

Necromancy:
3-Blindness/Deafness
3-Bestow Curse
5-Major Curse
6-Harm
7-Destruction

I'm leaning toward Conjuration, because I can target all the saves, but I'm drooling over destruction also.

Any suggestions? I'm also open to retraining that feat to something else, if you have any other ideas.

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I just got my PFS cleric to level 11, and I'm looking at level 6 spells to prepare. I enjoy using plane shift and the pit spells (from the Caves subdomain), so I'm considering retraining my Spell Focus to the conjuration school. I found this conjuration spell in Champions of Purity:

Chains of Light wrote:

School conjuration (creation) [good]; Level cleric 6, inquisitor 5,

paladin 4, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, F (a length of fine golden chain)
Range short (25 ft. + 5 ft./level)
Target one creature
Duration 1 round/level (D)
Saving Throw Reflex negates; Spell Resistance no
A creature targeted by this spell is held immobile by glowing
golden chains composed of pure light. The creature is paralyzed
and held in place, but may attempt a new saving throw each round
to end the effect. While held by the golden chains, a creature
cannot use any sort of extradimensional travel, such as astral
projection, blink, dimension door, ethereal jaunt, etherealness,
gate, maze, plane shift, shadow walk, teleport, and similar spells
and spell-like abilities. The spell does not affect creatures that are
already in ethereal or astral form when the spell is cast.

Anyone have any experience with this spell? Is it worth the 6th level slot?

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2 people marked this as a favorite.

This is an idea I've been refining for a while, and I think I just about have it down, but I'm looking for any tweaks to make it work any better. I'm going to start playing it at level 6 with GM credit, so I don't have to worry about the early levels.

Tiefling
7/19/14/18/10/5
(7/22/14/20/10/5 at level 6)
Traits: Student of Philosphy, Reactionary
Swashbuckler 1: (Weapon Finesse), Piranha Strike
Magus(Kensai) 1: EWP (wakizashi), Weapon Focus (wakizashi)
Magus 2: Armor of the Pit
Magus 3: Magus Arcana (familiar, greensting scorpion)
Magus 4: Arcane Strike
Magus 5: Combat Reflexes
Magus 6: Extra Grit/Panache, Magus Arcana (Empowered Magic?)
Magus 7:
Magus 8: Weapon Specialization (wakizashi)
Magus 9: Magus Arcana (???)
Magus 10: Lunge?

Skills: Acrobatics, Bluff, Diplomacy, Knowledge (arcana, dungeoneering, planes), Perception/Sense Motive, Spellcraft/Sleight of Hand

When I start at level 6, she should have about 27 AC, before using a wand of shield, plus good saves and decent HP (although I'm using the FCB for skills). She'll also be attacking with a +2 keen agile wakizashi with a +11 for 1d6+14/15-20.

I'm still a bit iffy on the arcana and the higher-level feats, since I've never built a magus before. I want this character to focus mostly on combat, with spells as a back-up.

Any suggestions?

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2 people marked this as a favorite.

The Heretics' Necropolis
==========
In the final days of the Chelaxian civil war, the agents of House Thrune dumped the bodies of their fallen enemies into mass graves in this field. When Thrune secured its power, it continued to be used as a potter's field, for those deceased who were deemed insufficiently devoted to their Hellish masters to merit burial in the main cemetery alongside the faithful of Asmodeus. However in such a cosmopolitan city, especially under the lax rule of Mayor Jilia Bainulus, what was meant to be a censure eventually became a sacred final refuge for freethinkers who bristled under Infernal rule.

Some wealthy citizens built mausoleums for their families, even disinterring long-dead ancestors to be moved there, where altars to forbidden gods are kept behind closed doors and away from the prying eyes of the Inquisitors. These tombs often serve as secret meeting houses of underground cults to the gods of chaos, and are popular with visiting sailors who wish to make supplications to Desna or Besmara before they take to the open sea again. Just as frequently, however, they serve as laboratories of dark magic that even the devil-worshipers find abhorrent. It is generally considered polite to ignore other mourners, in case they are Hellknight spies in disguise, or necromancers looking for a fresher corpse.

One crypt in particular looms over the Necropolis in reputation, if not in size. The Bernigot family always secretly honored Calistria in recognition of their elven ancestry, however rumors emerged that their recently-deceased patriarch, Tremol Bernigot, turned his pleasure-seeking toward more gruesome hungers of the flesh. The wizard was said to dabble in necromancy and worship Urgathoa, and though a sudden illness ended his life, most in-the-know citizens were not half as scared of him in life as they are in death. In the wake of his passing, they wait with trepidation to see what horrors might emerge from his tomb.

Guarding the Gluttons (CR 6)
==========
The howling wind has driven away any sleepless mourners or midnight trysts, leaving the Necropolis empty of any movement besides the bucking of a few scattered trees, whose scraggly limbs seem to clutch at the air. Gravestones adorned with a dozen different holy symbols spread out across the field, bathed in a bone-white light from the stars and quarter moon in the clear sky. The ornate stonework chimeras of the Bernigot mausoleum stare into the night with grotesque expressions, hinting at the monstrosities inside.

The rumors of Tremol's interest in undeath are true; later in life, he turned his devotion to the Pallid Princess, and began pursuing the study of necromancy. However his health failed him, and he died before he could secure his future as an eternal devotee of Urgathoa. A ghoul ally of his, a cleric of Urgathoa named Vergison, now seeks to animate his body into undeath and restore its power through a gruesome ritual.

The ghoul stares out from under its heavy hood and cloak, turning against the wind. "This should be easy money for you," he says. "You only have to guard the tomb for the next half hour or so; once the ritual is complete, Bernigot will be more than capable of defending himself." He reaches inside his pocket and produces a smooth wand of bone. "This will help you remain vigilant in the dark. You can keep it when you are finished; its power is beneath us." With a sneer, Vergison turns and retreats into the candle-lit maw of the mausoleum.

The PCs are tasked with guarding the mausoleum during the ritual (as followers of Urgathoa themselves, or simply mercenaries with no moral compass). Vergison provides them with a wand of perceive cues (Advanced Player's Guide 235) (CL 3rd, 12 charges) to assist in keeping watch. Strong winds (Core Rulebook 439) extinguish any mundane flames and impose a –2 penalty on all Perception checks, and the area is in dim light. The ritual takes 15 minutes to complete.

The doors to the mausoleum are slow to move, and require a full-round action to open. There is no lock, however the door handles allow the PCs to supply their own chain and lock if they wish. If they choose to search the perimeter, they find no windows on the crypt, and no obvious sign of structural weakness. A DC 15 Knowledge (engineering) check confirms that the building has not been tampered with, and that there is no indication of tunneling beneath it. The other mausoleums in the area are both sealed (DC 28 Strength check or DC 25 Disable Device check to open), and contain nothing of note besides 150 gp in jewelry in each.

Creatures: Two grymps received word of the rumors surrounding Tremol and chose to investigate the mausoleum. Ten minutes after the ritual begins, they arrive and begin to scout out the tomb. They use Stealth (Perception DC 26 to detect) to hide among the gravestones as they search for the best avenue of approach. Hiding from the grymps requires a DC 18 Stealth check. When they finish a circuit around the mausoleum (taking 2 minutes, which leaves 30 rounds before the ritual is complete), they identify the best opening to use Stealth to slip past the PCs, and use their meld into stone spell-like ability to pass through the wall; if discovered, they ignore the PCs and rush to get through the wall.

Grymps (2) CR 6
XP 1,200 each
hp 33 each (R2)

Once inside, the grymps begin slaughtering the human acolytes of Urgathoa to attempt to disrupt the ritual; between the two of them, they can kill one acolyte per round. When slain, an acolyte’s cries can be heard clearly by the PCs outside. Because they were willing sacrifices, they make no move to defend themselves, and their deaths do not interfere with the ritual. Once the acolytes are slain, the grymps move on to Vergison (flat-footed AC 16, hp 45, Fort save +6), who focuses all of his attention on completing the ritual. Vergison does not need to make concentration checks to maintain the ritual, but cannot move or take any actions. If Vergison is killed, the ritual abruptly ends with no effect. If he completes the ritual, any remaining acolytes are killed instantly.

The grymps rely on their spell resistance to protect them from magical attacks by the PCs, but if they are challenged with physical attacks, they retaliate and use their vanish spell-like ability to gain sneak attack damage; when these abilities are used up, they take to the air and refocus on Vergison and the acolytes with their bows (the ceiling is 15 feet high). The grymps are wholly dedicated to their cause, and fight to the death rather than flee or surrender.

Hazards: The necromantic energy of the ritual has partially animated the remains of many long-dead Bernigot ancestors in their burial niches. Anyone entering a square in location A is subject to a grapple maneuver by their mindlessly grasping hands (CMB +2, CMD 12). In addition to a combat maneuver check or Escape Artist check, creatures can break the grapple against themselves or an adjacent ally with a sunder attempt against the arms (hardness 2, hp 6).

Development: Once Vergison is slain, or the ritual is completed successfully, the grymps flee through the stone walls as they came. If captured and interrogated, the grymps begin as hostile. A DC 17 Intimidate check, or a DC 22 Diplomacy check after they have been made indifferent, persuades them to reveal that they were tipped off to the ritual by members of the Bernigot family.

If the ritual is completed successfully, Tremol Bernigot is reanimated as a wight, and he and Vergison thank the PCs for their service, promising future work in exchange for riches and power. If the grymps escape, or are captured and released, they alert the local authorities to the threat of the cult of Urgathoa.

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So I have a PFS game tomorrow that will be at the 1-2 tier, so I'm playing around with the 1st level rebuild. I had an idea for a summoner build with an summoner/eidolon pair like Bunsen and Beaker from the Muppets. Here's what I'm thinking so far:

Munsen
Human Summoner 1
10/14/14/16/10/14

Feats: Extra Evolution, Toughness(?)
Traits: Destined Diplomat, ???
Spells Known: 0-Acid Splash, Detect Magic, Light, Message; 1-Grease, Mage Armor
Skills: Craft (alchemy) +7, Diplomacy +6, Knowledge (arcana) +7, Spellcraft +7, Use Magic Device +6

Meeker
Eidolon
16/12/13/7/10/11
AC 13
2 claws +4 (1d4+3)
Feats: Additional Traits (Self-Taught Scholar, Nature's Mimic)
Evolutions: Skilled (Knowledge (planes, nature), Linguistics, Perception)
Skills: Knowledge (nature) +11, Knowledge (planes) +10, Linguistics +10, Perception +12, Sense Motive +4

I'm still iffy on the second feat and trait. Any suggestions?

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This woman may have once been beautiful, but her withered body and haggard face betray a twisted psyche.
Shattered Dryad CR 4
XP 1,200
CE Medium Fey
Init +2; Senses low-light vision, tremorsense 60 ft. (within building only); Perception +6
Aura alienation (30 ft., DC 15)
----- Defense -----
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 21 (6d6)
Fort +2, Ref +7, Will +4
DR 5/cold iron; Immune confusion and insanity effects
Weaknesses building dependent
----- Offense -----
Speed 30 ft.
Melee dagger +5 (1d4-2/19–20)
Ranged dagger +5 (1d4-2/19–20)
Special Attacks structural mishap
Spell-Like Abilities (CL 6th; concentration +8)
At will—warp wood (warp only)
3/day—command (DC 13)
1/day—confusion (DC 16)
----- Statistics -----
Str 6, Dex 15, Con 11, Int 14, Wis 5, Cha 14
Base Atk +3; CMB +1; CMD 13
Feats Iron Will, Stealthy, Weapon Finesse
Skills Climb +7, Craft (sculpture) +11, Escape Artist +13, Handle Animal +8, Knowledge (nature) +11, Perception +6, Stealth +13, Survival +3
Languages Common, Elven, Sylvan
----- Ecology -----
Environment any urban
Organization solitary or pair
Treasure standard (dagger, other treasure)
----- Special Abilities -----
Alienation (Su) All other creatures within 30 feet of a shattered dryad must make a DC 15 Will save, or else be overwhelmed by feelings of abandonment and separation from the things most important to them. A creature that makes this save is immune to its effects for 24 hours. Creatures who fail take a –2 penalty on all attack rolls, and any spells, spell-like abilities, or supernatural abilities it uses have a 20% chance of producing no effect. For druids, rangers, and fey creatures, this chance increases to 50%. This is a mind-affecting emotion effect. The save DC is Charisma-based.
Building Dependent (Su) A shattered dryad is mystically bonded to a single building composed primarily of wood, and must never stray more than 300 yards from it. Her connection to this building grants her tremorsense 60 feet within it. A shattered dryad who moves 300 yards beyond her bonded building immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A shattered dryad that is out of range of her bonded building for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the shattered dryad. A shattered dryad can never forge a new bond with a new building.
Structural Mishap (Su) While within her bonded building, a shattered dryad can cause the structure to break apart in a violent manner (such as a falling beam or shattering window), dealing 1d6+3 damage to a creature within 30 feet. The GM decides whether this damage is bludgeoning, piercing, or slashing damage. A DC 15 Reflex save halves this damage. The save DC is Charisma-based.

Most common around the Verduran Forest and other areas where civilization clashes with fey territory, shattered dryads were once normal dryads, whose minds were twisted when their bonded tree was harvested for lumber. This violent separation severed much of their magical connection to the natural world, and warped what remained into a gruesome mockery of what it once was.

Shattered dryads retain a shadow of their connection to their tree, which manifests as a bond with the building constructed from its lumber. They haunt this building, some seeking revenge against its builders and owners, but others fiercely protecting it from those they consider trespassers. Because of this, they are often mistaken for ghosts or mad beggars on the nearby streets.

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