Hi. Just hit 7th level.
Real basic combat gear. AC 20, 63 hp (77 when raging).
1. Power Attack
I'm not sure what order to take the feats for levels 11-19. Also, any other suggestions? I've looked over the Magus Guide.
I usually self-buff (enlarge person and shield), and then use either spell combat with shocking grasp or rage and two-hand wield my dwarven waraxe with Arcane Strike.
Arcane Accuracy and Empowered Magic are my arcana.
What is the best anti-undead class? Say, 20 point buy, around 6th level?
Cleric? Life Oracle? Paladin? Ranger with undead as favored enemy?
Something cool I'm not thinking of?
Some kind of obscure archetype?
Undead Scourge paladin archetype looks pretty good, maybe with 2-Weapon Fighting and/or Power Attack and Cleave?
I'm starting a 3.5 campaign soon. Gonna be a human cleric of Kord, Luck and Strength domains.
Skills: Concentration, Diplomacy, Knowledge Religion, Spellcraft.
I plan on using a longspear and acting like a Reach Cleric, mostly casting and relying on AoOs to do melee. Will probably use domain granted enlarge person to get some 2d6+6 spear attacks.
I plan on preparing cause fear, comprehend languages, enlarge person at 1st level.
Any advice? Any really great 1st level spells I should be considering?
We can use any 3.5 material.
I'm going to be playing a Two-Weapon Fighting Rogue (Swordmaster archetype) in a PbP. I plan on wielding twin wakazashi and eventually going for Butterfly Sting. 20 point buy.
1. Two-Weapon Fighting
Anyways, any idea what traits I should take?
We're playing the Kingmaker campaign, about to begin the 2nd chapter. It looks like our regular healer (aasimar cleric of Erastil, archer build) might have difficulty making sessions.
I GMed the 1st chapter, so I'm going to be a new PC. I was going to play a dwarf barbarian 1/magus 3, but if the party needs healing, I can step in. We have a cavalier, so I don't want to play a paladin. We also have a ranger (archer) and a rogue/witch, both with wands of CLW.
So I was thinking of playing an oracle archer, or maybe an elf druid archer. Possibly a bard, since there are 4 PCs, 2 animal companions (horse and leopard), and a familiar, so there is a lot of buffing bang for the buck.
Does anyone know anything about this locale? I'm going to be playing a dragon-hating dwarven barbarian 1/magus 3 in Kingmaker chapter 2, and I was thinking of having him come from there. Or maybe the Golushkin Mountains of Brevoy, like Grayhaven or Highdelve. Or maybe even both. I imagine his barbarian tribe got killed by some dragons, and he took on the path of the magus so he could use magic to fight dragons. I plan on taking the Wyrmscourged and Lore Keeper alternate race features. I figure he could be starting small and try to rid the Stolen Lands of tatzlwyrms.
But what's the deal with Sunder Horn? I couldn't find anything about it in the Inner Sea Guide or the Pathfinder Wiki.
I'm thinking of focusing on stat boosters, a ring of +5, and a cloak of +5, a cirlet of persuasion, and a few belts of battle. Probably a handy haversack, filled with some low-level weapons I get temporary proficiency in.
Any other ideas?
As a binder, I can summon +4 heavy fortification armor, have at will mindblank, swift summon a Large +3 anarchic warhammer, etc. etc.
I'm playing an elf barbarian in a PbP. He has Power Attack and Pushing Assault. His rage p owers are Auspicious Mark and Raging Leaper, working on Bestial Leaper so he can combine it with Vital Strike (eventually). He's been using the elven racial option for his favored class ability (+1 foot of speed per level).
It's not a terribly tactical-movementy campaign.
Any suggestions for my 5th level feat? I was going to take Shield of Swings, but now I'm questioning it.
I'm seriously considering re-mapping the Stag Lord's Keep.
My PCs should not read this!:
I think the official map is kind of cramped. Especially for an archer BBEG. I'm thinking of throwing in a big gallery, with a narrow ladder/bridge leading to the Stag Lord's area. The bridge would be over a pit with the owlbear in it. I want to include the 3 big goons too. Probably with the rogue teamed up with some thugs (for flanky goodness), the pal/bar off to the side near some useful equipment (ropes, grappling hooks, poles, etc.), where he can come in, fight, betray, join the PCs, etc. I think I want put the big dummy near the main entrance, and throw in some oubliettes for him to throw PCs into (I re-built him to be a Bludgeoner/Enforcer/Intimidating Prowess-type with a greatclub).
I also re-built the Stag Lord to be a ranger 3/rogue 6 (sniper), CR 7 with his drunkeness. The PCs are pretty competent, and get 3 Hero Points per session.
I'm also giving the major NPCs a Hero Point or 2, I think.
My PCs are 4th level already: A cavalier/fighter, a rogue/witch, an archer cleric, and an archer ranger.
Does this sound like a good idea?
Can a raging barbarian/magus use Arcane Strike?
"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."
What abilities exist that do not require patience or concentration?
I'm playing in a PbP. I have an elven Destined sorcerer 4 with a longspear, Combat Reflexes and Toughness. Spells include alarm, burning hands, color spray, grease, create pit.
Str 14, Dex 16, Con 12, Int 10, Wis 9, Cha 18
The rest of the party is an elven barbarian with a curveblade, an elven rogue archer, and a DMPC healer dog of some kind.
I'm thinking of taking my martial level next. Should I go Cavalier or Fighter? Are there any interesting Mount-less archetypes of Cavalier?
I'm using the Reach Cleric Guide as a....guide....for my build.
I'm going to have an intro session with only a couple players. I plan on having it take place on the road (trail?) from Restov to Oleg's.
Any ideas? I was thinking maybe some pyromaniac goblins. I was thinking one encounter with multiple little opponents (maybe 1 goblin alchemist and some warriors) and one with a single powerful opponent (something CR 1 or 2 at the most).
I think the PCs will be a magus and a cavalier or fighter. Eventually a 3rd PC will be a cleric or druid archer.
You didn't make the top 32, but you made a great item! You've gotten lots of advice and critiques. Has this inspired you to revise your item? Tweak it to follow the advice you got? Fix that fatal flaw that changed it from kind of neat to really awesome?
Well I've sure been inspired.
Here's my revised item!
Bracers of Daring Exploits
Aura moderate abjuration; CL 10th
Is there a design reason why Spring Attack is a special full-round action that lets you move, make a single melee attack, and move again, up to your speed?
Is there a design reason why it does not let you move, make a melee attack as a standard action, then move again during your turn, up to your speed?
The whole Spring Attack + Vital Strike combo seems like it would be a real fun combo. It's pretty feat and requirement intensive (Dodge, Mobility, Spring Attack, Vital Strike, BAB 6+, Dex 13+), so a character would have to be pretty dedicated to get a neat combat combo.
It doesn't seem that over-powered to me. What am I missing?
Anyone else read a lot of him? I really like his Newford series, especially the "cold peace" between the Native American cousins (animal people) and immigrant European faeries.
It's really cool how main characters in some stories are supporting characters in other stories. It leads to a big, inter-connected cast of characters.
I also like that a lot of Newford sounds like my neighborhood.
Are there going to be any Mythic Racial abilities? Perhaps representing paragons of each race?
Also, will there be any Mythic level-based (as opposed to tier-based) abilities? One pet peeve I have is that there are non-class abilities gained every odd level (feats) and every 4 levels (ability score increases), but nothing at levels 2, 6, 10, 14, and 18. Is this going to remedied in anyway?
Does Fighting Defensively improve your CMD? What about Total Defense?
RAW, it doesn't appear to, but RAI, I would think so.
Fighting Defensively as a Standard Action
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn.
It's your typical multiverse-spanning saga about a father seeking to rescue his daughter. It's supposed to be CJ Cherryh-esque, but it just kind of rips her off. It tried to do a scary tea party a la "Foreigner," but failed. It has psychic "horses" like "Rider at the Gate" and "Cloud's Rider," but they're not very original or anything. There are a bunch of different alien species, like the "Chanur" series, but they're not really original or psychologically interesting.
The main character is supposed to be a genius of some kind, but so far he hasn't done anything smart, makes all kinds of bad decisions, and has no special knowledge about anything. We're supposed to be in awe of him, all the other characters act in awe of him, but so far he's been super incompetent and annoying. Reminds me of Whiskeyjack from that "Gardens of the Moon" book. Everyone acted like he was cool, but the most impressive thing he ever did was have a cool name like Whiskeyjack. :-P
Has anyone else read this series? Does it get any better? It seems like a neat concept. I like how the alternate universe is giant plain (like a prairie, not a plane like totally flat field), but another annoying thing is that it's a universe with a ton of unoccupied square footage, but they're worried about an incursion from our universe, which is mostly empty space.
If you had a Firefly or Millenium Falcon-sized space ship, what would you want on it?
I'm figuring you would need a cockpit, engine room, crew dorms, galley, head, and cargo deck.
Nice amenities would be a machine shop, player piano, hydroponics for fruits and vegetables, mess hall, infirmatory, and kennel.
Any other ideas?
We're also considering running a party that is all 1 race. Don't know which race yet, though.
This series of spells was designed for my ab-druid base class. Basically an unnatural druid. Can I have some thoughts on these spells? They're based on the beast shape series of spells, but for aberrations and the ab-druid's weird shape ability.
Aberrant Anatomy I
When you cast this spell, you assume the form of any Small or Medium creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability:
Aberrant Anatomy II
This spell functions as aberrant anatomy I, except that it also allows you to assume the form of a Tiny or Large creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, adhesive, all-around vision, darkvision 60 feet, low-light vision, scent, grab, guarded mind, mimic object, pull, spider empathy, strangle, web. If the creature has immunity or resistance to any elements, you gain resistance 10 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. If the creature has the undersized weapons quality, you gain the undersized weapons quality.
Aberrant Anatomy III
Aberrant Anatomy IV
Action Points: Each level, the modern hero gains a number of action points equal to 5 + ½ her character level. Action points can be used to activate a class ability or alter a d20 roll. If used to alter a d20 roll, roll 1d6 and add the result to the d20 roll. Beginning at 8th level, modern heroes roll a pair of d6s and add the highest one to the d20 roll. Beginning at 14th level, modern heroes roll three d6s and add the highest one to the d20 roll. At 20th level, modern heroes roll four d6s and add the highest one to the d20 roll.
Allegiance: At 1st level, the modern hero may pledge her loyalty to up to 3 allegiances. Some heroes are lone wolves or free spirits and have no allegiances. Others are dedicated to one, two, or three allegiances. Allegiances may be pledged to a person or group, an organization, a nation, a belief system, an ethical philosophy (such as Chaos or Law) or a moral philosophy (such as Good or Evil).
Combat Training: At 1st level, the Modern Hero selects a number of the following as bonus feats determined by his Base Attack Bonus. Classes with a BAB of +1 gain 3 of the following bonus feats. Classes with a BAB of +¾ gain 2 of the following bonus feats. Classes with a BAB of +½ gain 1 of the following bonus feats. The bonus feats are selected from the following list:
Defensive Training: At 1st level, the Modern Hero adds his base Reflex saving throw bonus, if any, as a bonus to his AC, even if he is flat-footed, but not if he is helpless or immobilized.
Favored Class: At 1st level, you select a favored class for your Modern Hero. Whenever you gain a level in the selected class (including 1st level), you may choose to gain +1 hit point or +1 skill point. Alternatively, you may select a different favored class bonus that is based on the base class you select.
Favored Class Options:
Strong Hero: You increase the range increment of thrown weapons by +1 foot.
Fast Hero: You increase your base speed by +1 foot.
Tough Hero: Your energy resistance against your choice of acid, cold, electricity, fire or sonic energy increases by 1.
Smart Hero: You increase the duration of your Plan talent by +1.
Dedicated Hero: You increase the number of hit points you restore when using the Heal skill by +1.
Charismatic Hero: You add +½ to the duration of your Tactician ability.
Feats: At 1st level, the Modern Hero gains 2 feats of his choice. At 3rd level, and every 2 levels thereafter, the Modern Hero gains an additional feat. The Modern Hero must meet the requirements, if any, of the selected feats.
Reputation: At 1st level, the Modern Hero has a certain level of fame or infamy. As she advances in level, so does her fame and infamy. This value is based on her class and level. When a GM character interacts with a Modern Hero, he makes a Reputation check by rolling 1d20 and adding his Intelligence modifier and the Modern Hero’s Reputation score. The DC is 25. If the check is successful and the past actions of the Modern Hero align with the goals and values of the GM character, the Modern Hero gains a +4 bonus on Charisma-based checks with the NPC. If the check is successful and the past actions of the PC run contrary to the goals and values of the NPC, the PC suffers a -4 penalty on Charisma-based checks with the GM character.
Traits: The Modern Hero selects 3 traits at 1st level. These represent the history and natural gifts of the Modern Hero.
Action Hero: You gain +1 action point per level.
Acupuncturist: You gain a +2 trait bonus on all Fortitude saves made against poison effects.
Adventurous Explorer: When frightened or shaken, you only take a -1 penalty on your rolls instead of -2.
Alien: You are a non-human extraterrestrial being. Select one alien species; you are that species. You only gain 1 feat at 1st level (not 2 like a human), and you reduce the number of skill ranks you gain at each level by 1.
Alliance’s Finest: You gain a +1 trait bonus on all rolls to confirm critical hits.
Alliance Loyalist: You gain a +2 trait bonus on Diplomacy checks to influence members of the Alliance and a +2 trait bonus on Intimidate checks to influence enemies of the Alliance.
Ambitious: You gain a +1 bonus on Profession skill checks and a +1 bonus to your starting Wealth score.
Anatomist: You gain a +1 trait bonus on attack rolls to confirm critical hits.
Animal Cruelty: You can use Intimidate to demoralize animals and vermin.
Antiquities Smuggler: You gain a +1 trait bonus on Appraise skills and Knowledge history checks related to Earth-that-was.
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Arms Master: You take a –2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal –4.
Bent Body: You gain a +2 trait bonus to CMD when resisting grapple attempts.
Blade Bravado: When wielding a one-handed melee weapon and nothing in your off hand, you gain a +1 trait bonus on Acrobatics and Bluff checks.
Blade Master: You gain a +1 attack bonus to confirm critical hits when using an edged weapon you are proficient with.
Breaker: You gain a +1 trait bonus on weapon damage rolls made against objects and constructs.
Browncoat Freedom Fighter: You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.
Browncoat Partisan: You gain a +1 trait bonus on attack and damage rolls against government officials of the Alliance.
Browncoat Veteran: You have become inured to overcoming adversity. Each time you take lethal damage, you convert 1 point of lethal damage into 1 point of non-lethal damage.
Browncoat Volunteer: You have become accustomed to working with second rate goods and inadequate material. Whenever you use an item with the broken condition, you suffer half the normal penalty.
Brutal Pugilist: You gain a +1 trait bonus on damage rolls when using unarmed strikes.
Bullied: You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.
Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Cliff Jumper: You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.
Clumsy Chemist: You often spill chemicals while using the Craft chemical skill. You suffer a -2 penalty on Craft chemistry skill checks, but gain acid resistance 1, cold resistance 1, and fire resistance 1.
Clumsy Electrician: You often shock yourself while using the Craft electronics skill. You suffer a -2 penalty on Craft electronic skill checks, but gain electricity resistance 1 and sonic resistance 1.
Collector: You have a small, bizarre collection of apparently worthless items, such as rusty nails, animal droppings, clockwork cogs, or bent spoons. You find this strange menagerie useful in ways no one else could understand. Seeking new items to add to this collection is endlessly fascinating to you, and while no one else may understand why a Persephone horsenail is worthy to add to your collection when a Greenleaf wheelbarrow nail is not, it all makes sense to you.
Colonist: Select one terrain type. You gain a +1 bonus on Endurance, Labor, and Survival skill checks in the selected terrain type.
Companion Acolyte: You gain a +1 bonus on Charisma checks against targets that are or could be sexually attracted to you.
Courageous: You gain a +2 trait bonus on Saving Throws against fear effects.
Deadly Charge: You gain a +2 trait bonus on critical hit confirmation rolls made as part of a charge.
Deadly Shooter: You gain a +1 trait bonus on all rolls to confirm critical hits with ranged weapons.
Deft Dodger: You gain a +1 bonus to Reflex saving throws.
Defy Madness: You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain.
Desert Child: You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Dip, Dive, or Duck: Once per day as an immediate action, you may grant yourself a +2 dodge bonus to your AC until the end of your next turn.
Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit).
Distance Runner: You gain a +1 trait bonus on Constitution checks to continue running and avoid nonlethal damage from a forced march.
Dominator: You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.
Dump Salvager: You gain a +3 trait bonus on Perception checks to search for concealed items.
Dusk Dancer: You gain a +2 trait bonus on Reflex saves in dim light or darkness.
Eager Fighter: You gain a +1 trait bonus on attack rolls when you make an Attack of Opportunity.
Explorer: At the beginning of each character level, select one desired terrain type from the following list:
Family Heirloom: Select one specific kind of Archaic Weapon or Personal Firearm, such as longsword or Desert Eagle. You are proficient with the selected weapon, and have a masterwork version of the selected weapon.
Faster! Faster! Faster Would Be Better!: You increase the base speed of a vessel you Drive or Pilot by 1 square.
Fencer: You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.
Fixer: Once per day, you can tinker with a broken object to allow anyone who uses it to ignore the penalties for its broken condition for 24 hours (this does not affect the object’s hit points). At the end of this time, it regains the broken condition (but you can use this trait on it over and over again).
Focused Mind: You gain a +2 bonus on Concentration checks.
Foolhardy: When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons
Footpad: You gain a +1 trait bonus on Initiative checks and Knowledge streetwise checks.
Foul Belch: Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a Fortitude save with a DC of 10 + ½ your character level + your Constitution modifier or be sickened for 1d6 rounds.
Freedom Fighter: You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.
Frostborn: You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.
Gunfighter: You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a tool or other item) as a free action during that round.
Gunslinger: You add the following feats to your list of bonus feats for your character classes:
Helpful: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Hill Fighter: You may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply.
Hulking Brute: You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
Hunter: You gain a +1 trait bonus on damage rolls made against animals.
Ice Walker: You gain a +1 trait bonus on saving throws against attacks that deal cold damage. Furthermore, you may ignore the Acrobatics penalty for ice and can move across ice at normal speed.
Importer/Exporter: You start with twice the normal amount of starting wealth. In addition, your reputation remains strong in the night market, and any transactions you make there are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to your starting gear.
Improvised Weapons: You gain a +1 trait bonus on attacks made with improvised weapons. If you do not possess the Catch Off-Guard or Throw Anything feats, you still take penalties on these attack rolls as normal.
Inciter: You gain a +2 trait bonus on Bluff checks made to convince creatures to attack each other.
Indomitable Faith: You gain a +1 trait bonus on Will saves.
Insane Genius: When you are confused, you may roll twice and select either result.
Jungle Fighter: Your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).
Killer: You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
Knife Fighter: Select the dagger, kukri, or punching dagger. You gain a +1 trait bonus to damage rolls with the selected weapon.
Lettered: Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing.
Line-breaker: When charging, add 10 feet to your base speed.
Martial Artist: You do not provoke attacks of opportunities when you make an unarmed strike. You add the following feats to the list of bonus feats from your character classes:
Master Forger: You gain a +4 trait bonus to Linguistics checks made to forge documents.
Master of the Sudden Strike: When you wield a masterwork version of any sword if you act before your opponent during the surprise round, you gain a +2 trait bonus on weapon damage rolls for the surprise round only. This additional damage is precision damage.
Mecha Operator: You select either Drive or Pilot as a class skill. You add the following feats to the list of bonus feats you may select from for your character class: Advanced Mecha Operation, Hair Trigger, Mecha Crush, Mecha Fling, Mecha Operation, Mecha Sweep, Mecha Trample, Mecha Weapon Boost, Mecha Weapon Proficiency, Stun Mecha, Thruster Blast.
Multi-talented: Select 2 skills. You gain a +1 trait bonus to the selected skills. This trait may be selected more than once. Each time you do, it applies to 2 different skills.
Mutant: You have a genetic mutation. You gain one 0 point mutation.
Mutant Hunter: You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge streetwise, and Survival when used for tracking when related to a mutant quarry. Choose one as these as a class skill. Mutants have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.
Natural Born Leader: All cohorts and followers under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Nonchalant Thuggery: You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
Operative: You gain a +2 trait bonus on Diplomacy checks to gather information and Survival checks to track. You may spend 1 action point and designate a specific individual as your quarry; you double your trait bonuses on your checks against your quarry and gain a +1 bonus to attack and damage rolls against your quarry.
Outlaw: You gain a +1 trait bonus to Bluff, Disguise, and Knowledge streetwise skill checks. One of these becomes a class skill for you.
Pockmarked: Whenever you’re subjected to an effect that causes the sickened condition, you may make two saving throws to avoid the effect (if a saving throw is allowed), taking the better of the two results as your actual saving throw.
Pomp and Pageantry: You gain a +1 trait bonus on Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride checks with class skills if you spend twice as long as it normally takes to make that check
Prideful Temper: You gain a +1 trait bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage.
Prisoner of War: When you make an Escape Artist check, you may roll twice and select the better result.
Providential Passenger: Improve the starting attitude that ship captains, caravan leaders, and those with similar sorts of responsibilities have toward you by one step.
Psychic: You are a mutant or have been the subject to experimental psychological surgery. Select one 0-level psionic power or spell. You may use it 3 times a day with a caster level equal to your character level.
Pugilist: You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.
Purchased Loyalty: Once per day, when protecting someone who has bought your services, you may roll twice when making a Will save against charm or fear effects and take the better result.
Purple Belly Foot Soldier: When wearing medium or heavy armor, your speed is only reduced by 5 feet instead of 10 feet.
Rabble Rebel: If you have at least three allies threatening your opponent, you gain a +2 bonus on Bluff checks to feint him and a +2 bonus on Sleight of Hand checks against him.
Rapscallion: You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.
Reactionary: You gain a +2 bonus to initiative.
Reaver Survivor: When you are subjected to a fear effect, you treat it as one category less severe than normal, to a minimum of shaken.
Recognizable: You gain a +1 bonus to your Reputation score.
Repulsive: You gain a +1 trait bonus on combat maneuver checks made to overrun and reposition opponents.
Resilient: You gain a +1 trait bonus on Fortitude saves.
Rich: You gain a +2 bonus to your Wealth score. You may select this trait multiple times; each time you do, your Wealth score increases by +2.
Rider: You gain a +1 trait bonus on Ride checks, and Ride is always a class skill for you. You add the following feats to the list of bonus feats you get for your character class:
Rider of Whitefall: When mounted and making a charge, your mount’s speed is increased by 10 feet.
River Fighter: You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more.
Robot: You were built, not born. You may choose to be a biodroid (android) or bioreplica (synthetic). You follow the character creation rules for the selected type of robot.
Robot Hunter: You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge technology, and Survival when used for tracking when related to a construct quarry. Choose one as these as a class skill. Constructs have a +1 bonus on any roll to learn about you, as your reputation precedes you.
Running Throw: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.
Ruthless: You gain a +1 trait bonus on attack rolls to confirm critical hits.
Secret Revolutionary: You gain a +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.
Shadow Stabber: You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.
Shift the Blame: You gain a +1 trait bonus on Bluff and Diplomacy checks made to convince someone that another person is actually at fault for your actions.
Skilled: Select 1 skill. The selected skill is always a class skill for you, and you receive a +1 trait bonus to the selected skill. You may select this trait multiple times, each time, you must select a different skill.
Solider: You may add all Combat feats to the list of bonus feats you may select from for your character class. Special: You may select this trait a second time; if you do, you treat your character level as your effective Fighter level for the purposes of qualifying for feats.
Space Runner: You’re accustomed to the pitch and yaw of spacing vessels, even in gravity wells, and gain a +2 trait bonus on Acrobatics checks to keep your footing on uneven ground or unsteady surfaces.
Spacer: You gain a +1 trait bonus to Computer Use checks on spaceships, Navigate checks on spaceships, and Pilot checks on spaceships. One of these is a class skill for you.
Sprint: If you do nothing but move in a turn (that is, if you run or use both of your actions in a round to move your speed) and you are in no armor or light armor, you may move an extra 5 feet.
Starship Training: You always treat Pilot as a class skill. You add the following feats to the list of bonus feats you gain from your character class: Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training.
Storm Hunter: When fighting in windy weather, you treat the wind category as one level lower for the purposes of determining penalties on ranged attacks made with normal weapons.
Suicidal: Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.
Thief: You gain a +1 trait bonus to Disable Device, Sleight of Hand, and Stealth checks. One of these is a class skill for you.
Threatening Defender: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Tough Skin: You gain a +1 trait bonus to AC when opponents attempt to confirm critical hits with either bludgeoning or slashing weapons.
Trailblazer: While traversing any wilderness, you gain a +1 trait bonus on Survival checks, and gain a +1 trait bonus on Fortitude saving throws against diseases.
Underling: You gain a +2 trait bonus on Bluff and Diplomacy checks made to either join or imply that you already belong to a criminal organization.
Unearth Secrets: You gain a +2 trait bonus on Sense Motive checks when trying to get a hunch that might reveal a target’s hidden vice, dark impulse, or any other craving it would not want publicly revealed.
Unrecognizable: Your Reputation score is 1 point lower than normal.
Vehicle Operator: You gain a +1 trait bonus to Drive and Pilot skill checks, and one is always a class skill for you. You add the following feats to the list of bonus feats you may select for your character class:
Vile Kiss: You gain a +2 trait bonus on combat maneuver checks to perform a dirty trick combat maneuver for the purpose of making your opponent sickened.
Walking Ward: Choose one of the following energy types: acid, cold, electricity, or fire; you gain a +1 bonus on saving throws against effects that deal damage of this type or have this subtype.
Weapon Smith: You gain a +2 bonus on Craft mechanical skills made to make or alter masterwork weapons.
Wharf Rat: You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.
Winter Warrior: You gain a +1 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.
Zest for Battle: Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
Wealth: The Modern Hero begins play with a Wealth score of 2d6. A Modern Hero’s Wealth score fluctuates up and down as he earns and spends money. A character’s Wealth score cannot fall below 0, but it has no upward limits.
Action Power (Ex): At 2nd level, 6th level, and every 4 levels thereafter, the Modern Hero learns how to use his Action Points in new and exciting ways by selecting an Action Power. The Modern Hero must meet the requirements of the selected Action Power.
Action Boost: Increase the action point die from 1d6 to 1d8.
Action Surge: Add all your action point dice together when you spend 1 action point. You must be at least 10th level to select this action power.
Active Armor: While wearing armor, if you take damage from an attack, you may spend an action point as an immediate action and convert the damage from that attack into non-lethal damage.
Active Critical: When you roll a critical threat, you can spend an action point to automatically confirm the critical hit.
Active Damage: Spend 1 action point and add the result to a single damage roll.
Active Defense: Increase your AC by the result of your Action Point roll for 1 round.
Active Durability: Spend 1 action point as an immediate action and gain DR/- equal to the result of action point die result for 1 round.
Active Feat: Spend 1 action point and gain the use of a feat you qualify for but do not possess for 1 round.
Active Focus: Spend 1 action point and add the results to the Save DC of one of your special abilities for 1 round.
Active Genius: If you roll a natural 20 on a skill check, you may spend an action point and roll an additional 1d20 and add it to the skill check result.
Active Healing: As a swift action, you heal an amount of damage equal to your action point dice result.
Active Pool: You increase the number of dice you roll when spending an action point by one. You must be 10th level to select this action power.
Active Slide: Spend 1 action point as a swift action and move a distance equal to 5 multiplied by the result of the action point dice.
Active Sprint: Spend 1 action point and increase your speed by 5 times the result of the action point die for a number of rounds equal to 1/2 your character level.
Active Talent: Spend 1 action point and gain the use of a class talent you do not possess for 1 round. Spend 2 action points and gain the use of a cross-class talent you do not possess for 1 round.
Active Threat: After rolling an attack roll, spend 1 action point as an immediate action and increase the threat range of the attack by an amount equal to the results of the action point dice result. You must be 6th level before selecting this action power.
Advanced Active Feat: Spend 1 action point and gain the use of a 4 feats you qualify for but do not possess for 1 round. You must have the Active Feat, Improved Active Feat, and Greater Active Feat action point powers before selecting this action point power.
Awakened Action: Spend an action point and reduce how tired you are. If you are exhausted, you become fatigued instead. If you are fatigued, you are no longer fatigued.
Brave Action: Spend an action point and reduce how fearful you are. If you are panicked, you become frightened instead. If you are frightened, you become shaken instead. If you are shaken, you are no longer shaken.
Clear Action: Spend an action point and you become more clearheaded. If you are stunned, you become dazed instead. If you are dazed or confused, you are no longer dazed or confused.
Evasive Action: Whenever you spend an action point to affect the results of a Reflex saving throw, you gain Evasion. If you already have Evasion, you gain the benefits of Improved Evasion (you take no damage on a successful Reflex save, and only suffer half damage on a failed Reflex save).
Extra Action: Spend 1 action point during your turn and gain an additional move action. Spend 2 action points during your turn and gain an additional standard action. Spend 3 action points during your turn and gain an additional full round action. You may select this Action Power multiple times; each time you do, the cost in action points is reduced by 1 (to a minimum of 1 action point).
Extra Active: Gain 2 additional action points per level. This action power may be selected multiple times; each time you do, its effects stack.
Greater Active Feat: Spend 1 action point and gain the use of a 3 feats you qualify for but do not possess for 1 round. You must have the Active Feat and Improved Active Feat action point powers before selecting this action point power.
Greater Action Boost: You increase the size of your action point die from 1d10 to 1d12. You must be 18th level and have the Action Boost and Improved Action Boost action powers before selecting this action power.
Healthy Action: Spend an action point and you feel a lot better. If you are nauseated, you become sickened instead. If you are sickened, you are no longer sickened.
Improved Active Feat: Spend 1 action point and gain the use of a 2 feats you qualify for but do not possess for 1 round. You must have the Active Feat action point power before selecting this action point power.
Improved Action Boost: You increase the size of your action point die from 1d8 to 1d10. You must be 10th level and have the Action Boost action power before selecting this action power.
Influence Action: Spend 1 action point as an immediate action and add the results to an ally's roll or subtract it from an opponent's roll.
Maximum Action: Spend 1 additional action point and automatically get the maximum result of your action point roll.
Overactive: You are not limited to spending 1 action point per round. You can spend action points multiple times in the same round.
Reactive Attack: Spend 1 action point and re-roll an attack roll or initiative roll.
Reactive Save: Spend 1 action point and re-roll a saving throw.
Reactive Skill: Spend 1 action point and re-roll a skill check or ability check.
Reactive Wealth: Spend 1 action point and re-roll a Wealth check.
Restorative Action: Spend 1 action point and reduce an amount of ability damage equal to the action point die result plus your Constitution modifier or 1 point of ability drain per action point die you normally roll. You must have the Active Healing or Second Wind talent before selecting this action power.
Safe Fate: Spend 1 action point and take 10 on a single saving throw.
Self Reliant: You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.
Stalwart Action: Whenever you spend an action point to affect the results of a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely.
Steady Soldier: Spend 1 action point and take 10 on a single attack roll or initiative roll.
Structured Skill: Spend 1 action point and take 10 on a single skill check or ability check.
Sudden Action: Spend 1 action point and act immediately, even if it isn’t your turn. Your initiative order resets to this position in the combat round.
Threatening Action: Spend 1 action point after an attack roll is made, and you increase the threat range of that attack by the result of the action point roll.
Tough Action: When rolling hit points for a newly advanced character level, you may spend 1 action point and add the results to your hit point total.
Ultimate Active Feat: Spend 1 action point and gain the use of a 5 feats you qualify for but do not possess for 1 round. You must have the Active Feat, Improved Active Feat, Greater Active Feat, and Advanced Active Feat action point powers before selecting this action point power.
Ability Score Increase: At levels 4, 8, 12, and 16, you select an ability score of your choice and increase it by 1. At 20th level, you select an ability score of your choice and increase it by 2.
Just got done with tonight's game. The party is 6th level: a half-orc witch, a half-elf paladin (my guys), a tiefling loremaster fighter, and a tiefling archer rogue/wizard illusionist (my friend's guys).
We rescued an angel of some kind last session, and recovered her magical hammer, so she was able to upgrade our gear for us at cost.
We escorted her through the forest, found the magical gate that my paladin is the key to, and found a small town lead by a wannabe demigod (son of the slain god of good, wants more followers so he can ascend). We were given a mission to go back through the gate to the prime material plane and rescue some slaves before our home plane falls into the hells. So we borrow some horses and head to town. We all have 0 ranks in ride.
We stop for a guy on the road and we get maraudered. He's some kind of disguised demon (which we don't know yet), and there are a pair of archers in the woods on each side of us. My paladin gets off his horse and hits him once, most of which is sucked up by DR. The witch casts haste, the archer hides and snipes, the fighter trips with his reach weapon. My paladin then does a full round smite on the guy in the road, scores a crit, and one-rounds the guy. 3 of the bandit archers are killed, the other is Slumber Hexed by the witch. I think the arcane trickster wannabe got dropped to negatives and healed by my witch.
We manacle the captive and interrogate him. He tells us after being Intimidated about his "Master" in a cabin in the woods. So we go there, and get attacked by three Small dog-faced winged demons. They sprung out from invisiblity and it was a tough fight. My witch flew up at one point, and then got flanked and sneak attacked by all 3 of them, which dropped him to negatives. The paladin healed him, we eventually vanquished the mini-demons after a really tough fight. We heal up again, and then hear a cackling from the door to the cabin.
The paladin goes to investigate (he was at full hit points), and there is an evil fire IN the wall. It's a portal to hell, and we have to close it. So we try burning down the cabin with alchemist fire, and two big slimy demons teleport into a flanking position around the paladin. He had to stay there to keep the door to the burning cabin shut, so he got wailed on pretty bad used his last lay on hands as a swift action after totally whiffing on them, then got slammed down to -10.
The wimpy archer had to pull the paladin to safety and put a potion down his throat, but he was still unconscious. The reason the witch wasn't healing the paladin is because he had flown over the cabin and was going to attack the portal from the outside. He only rolled a 1 for damage, so he cast enlarge person on himself, then realized burning hands would be better.
Meanwhile, the fighter moved in to block the door and killed a slime demon. The other slime demon teleported behind the cabin near the witch. So the witch tried hitting it with a 3d6 greataxe, but missed. So the witch put a Slumber Hex on it, it rolled a natural 1, and THE WITCH DID A COUP DE GRACE WITH HIS GIANT GREATAXE!!!!!!! It was awesome! 9d6+3 damage!!!! He then whacked a weak corner of the cabin, it collapsed, and we were victorious!!!!
The prisoner escaped, probably with "the master," but we lived to fight another day!
I'm relatively new to arcane caster classes. Would it be a big mistake to just take Extra Hex for the remainder of my feats? Is Spell Penetration and Greater Spell Penetration really worth it? I'm also considering Split Hex and Quicken Spell, of course. I'm also considering Extend Spell and Intensify Spell. In the past, I've used Improved Counterspell to great effect with a druid.
The campaign will probably wrap up in a couple weeks, unless we start using intercontinental Skype.
If it matters, the rest of the party is dual-wielding hammer and shield half-elf paladin, a tiefling loremaster fighter with a reach weapon, and an archery-based tiefling wannabe arcane trickster, with emphasis on the roguey aspects.
So what are the "best" feats for mid-level witches?
I was watching "Jekkyl" last night, and recently saw "The Avengers" featuring the Hulk, and got inspired.
Hyddenfolk normally appear to be humans, but tend to look more predatory, particularly when they are manifesting their mutagenic psyche.
+2 to One Ability Score: Hyddenfolk characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Size: Hyddenfolk are Medium creatures and have no bonuses or penalties due to their size. If a hyddenfolk’s size changes to Small due to her mutagenic psyche, she gains a +1 size bonus to her AC, a +1 size bonus on attack rolls, a –1 penalty to her Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Speed: Hyddenfolk have a base speed of 30 feet.
Hidden Nature: Hyddenfolk receive a +2 racial bonus to Bluff, Disguise, and Stealth skill checks due to their deceptive natures.
Human Blood: Hyddenfolk count as humans for any effect related to race.
Mutagenic Psyche (Ex): A hyddenfolk’s mutagenic psyche is an alter ego that has a different personality than her normal form; it takes the form of a Small or Medium-sized humanoid creature. The mutagenic psyche often shares memories and basic goals with the hyddenfolk’s normal personality but goes about meeting those goals in a different manner. The mutagenic psyche is often ugly and monstrous, but just as often the changes are subtle and barely noticeable, or they may look as different as two unrelated people. Indeed, the mutagenic psyche often has his or her own name, and may attempt to maintain independent relationships and strongholds (though the alter ego’s limited time in existence often makes this difficult). The mutagenic psyche even has his or her own alignment (which is selected by the player, but must be different on both the ethical axis and moral axis from the hyddenfolk‘s normal alignment). The change in alignment only affects the hyddenfolk while she is manifesting her mutagenic psyche.
The hyddenfolk’s mutagenic psyche also has her own ability scores, character classes, class features, favored class bonuses, feats, languages, and skills; she is essentially a totally different character. Her ability scores are generated the same way the normal version of the hyddenfolk generated her ability scores (point buy, randomly rolled, elite array, etc.), she may choose to place her level-based ability score increases in the same or different ability scores as the normal version, and the mutagenic psyche can place her +2 racial bonus to her ability score in the same or a different ability than the normal version of the hyddenfolk. This ability otherwise functions as alter self. The hyddenfolk’s mutagenic psyche may select the following alchemist discoveries as feats, using his character level as his effective alchemist level.
Cognatogen, Feral Mutagen, Grand Cognatogen, Grand Mutagen, Greater Cognatogen, Greater Mutagen, Healing Touch, Lingering Spirit, Mummification, Mutagen, Nauseating Flesh, Parasitic Twin, Preserve Organs, Spontaneous Healing, Tentacle, Tumor Familiar, Vestigial Arm, Wings.
Once per day, usually at sundown or midnight, the hyddenfolk must make a DC 20 Will save or her mutagenic psyche manifests. For each night the hyddenfolk successfully makes her Will save, the DC increases by a cumulative +1 the following night. The hyddenfolk’s mutagenic psyche persists for 2d6 hours.
In order to access her mutagenic psyche voluntarily, the hyddenfolk must use a standard action and make a DC 20 Will save.
A hyddenfolk may be forced to assume her mutagenic psyche against her will by stress or damage. Anytime the character is in her normal form, she may be forced to switch forms after suffering a critical hit or failing a Fortitude save. In these situations the hyddenfolk must make a DC 20 Will save; if she fails, on her next turn she uses a standard action to change to her mutagenic psyche.
Languages: Hyddenfolk begin play speaking Common. Hyddenfolk with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
The hyddenfolk can select from the following racial feats.
Hyddenfolk Racial Feats:
Improved Amphibious Psyche
Improved Visionary Psyche
We just played our first session in a new 5th level campaign. I play a half-orc witch and a half-elf paladin, the other player plays a tiefling fighter and tiefling rogue 3/wizard 2.
We fought through 3 pretty tough encounters on the road through the woods. First, we fought four 4th level orc barbarian and antipaladins. Next, we fought 3 fiendish hobgoblins and 1 half-fiend hobgoblins. The half-fiend flew away and then came back with his mate, both with bows and arrows.
Over and over, my witch had trouble using his hexes and spells because the range of his hexes are 30 feet and many, many of his spells have a range of close (25 feet + 5 feet/2 levels). Against barbarians with 40 feet speed or flyers with 60 feet speed, it is very, very hard to target them.
A rod of enlarge spell is going to be needed for this character. At 6th level, I'm definitely getting the Flight Hex, and I will be getting haste from my Time patron, which will help with these problems.
But is there anyway to increase the range of Hexes? Anything like a meta-magic rod of enlarge spell for the hex? A feat? A trait?