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Looking into the future, Cauldron is a prereq for several other hexes, so you might want to look at your build and see if any of those other hexes might appeal to you.
+4 to craft: alchemy is nice, if you use that a lot. Depending on your specific game, downtime could become extremely productive.
Healing would be a good fallback. At your level, it would be the equivalent of a 2nd level spell for every party member, animal companion, familiar, NPC and mount. Depending on the size and composition of your party, this could be a godsend. Also, in a pinch, you can zap undead with it.
Until recently I had a character that was running at under 10% of WBL, but picked up some nifty goodies of late. (11th level ~ 6K worth of magic items) Still worked out reasonably well, my PC is a support character so a lack of gear wasn't hurting us much.
The frontline melee types had plenty of high end gear and the primary arcane caster was decked out like a christmas tree, of course.
If you also invest in some Knowledge: Nobility, Local or Religion, you can improve your odds of finding a patron for your skills that has some coin to toss around on 'frivolous' luxury items like elaborately illuminated manuscripts of family histories, biographies, etc.
Now the sneaky thing would be to use this sort of angle to get access to the back story of people in positions of power or influence...
Plus creating forgeries or copies of legal documents, religious texts, scholarly works, yadda yadda yadda.
If you add some ranks in Knowledge: History, Linguistics and perhaps some ranks in alchemy, you might be able to forge historic documents.
Awesome, or useless, depending entirely on context.
Set everything on fire. You can't rest for 8 hours here, the fire will obliterate your campsite and you'll be burned to ashes.
Army ants are on the march. You have to keep moving or you'll be eaten alive.
You have 24 hours to [accomplish something important].
The ship carrying [something or someone important to them] is leaving soon.
The ritual to [do something they don't want to happen] will start on the next full moon. Get moving.
This has been recently addressed in the FAQ. Multiple witches can heal the same target in one day.
I always figure the perfect dumpstat for cat-folk is CON. Not because it's mechanically advantageous, but because cats are typically bad at anything involving endurance.
Cats are typically pounce predators, great at sprints, lousy at marathons.
I can totally see catfolk having a DEX bonus, I'm not as sold on them having an INT or WIS bonus, though. CHA seems an interesting possibility. We often speak of cats as domesticating us rather than the other way around...
You have to take the experience level of the player into consideration as much as the PC.
I would add an NPC heal-bot cleric to the roster. Maybe even a non-combatant type who is a level behind the PCs. Definitely not a type who might steal the spotlight from the PCs.
This option lets the PCs focus on the active roles as damage dealers and let the NPC keep them from death's door. This option offers a little extra insurance against some bad rolls resulting in a TPK. Let the players play what they want.
You cannot pay me enough to dump INT that hard.
That's Idiocracy territory you're straying into. Not a good idea for a spellcaster. Hell, not a good idea for anybody. Especially not for anyone who fancies themselves a 'face'. You're going to find that, in the long run, high INT makes you a better face than high CHA. (unless for some reason you have spare skill ranks all over the place)
Be careful about joke post replies to people who probably don't speak english as a native language.
(OP is in japan)
NEVER do this.
Never describe hits as 'near misses' because if you do, you run the risk of having to make up some BS reason why the "brave" warrior without a scratch on him due to multiple 'near misses' is retreating from a battle in full sight of his soldiers, his lord, or his lady love.
Damage is damage, and as long as you describe it as such, no observer would ever question the courage, honor or character of a wounded warrior, dripping with blood, pierced by many arrows and partially on fire who withdrew from a fight.
Does their kidnapping of other countries' citizens count?
Mathwei ap Niall wrote:
10 foot reach.
I dislike the notion that an adventuring party needs to hunt down and kill everything that lives that dares oppose them.
If you want to be feared by everyone, that's fine.
I believe that there are plenty of reasons to not engage in mass murder every time there is combat. If your group establishes a reputation for being goal oriented and not murder oriented, then opposing forces don't feel the need to fight with everything they have all the time.
If your group establishes that they will fight and defeat anything that comes between them and their goal and not a man more, then opposition forces can make 'business decisions' on just how much of their blood they feel they need to risk to stop the PCs from destroying that bridge, stealing those scrolls, killing the wizard, or whatever it is the PCs are here to do. NPC soldiers are people too, and not every one of them is a fanatic bag of HP that will die to a man to keep the PCs from winning.
Heck, once soldiers have been on the losing (but surviving) end of the stick, they're more likely to put up a token resistance because they know that their chances of success against the PCs is negligible, and they draw a paycheck whether they win or lose, but definitely not if they die.
I know it isn't a style that gets a lot of support, but I think Hogan's Heroes did a ton of good without a hint of murder.
OP - I don't think you're viewing this in quite the right light.
If your PCs don't fit in with the local culture, if they aren't viewed as functional members of mainstream society and if they stick out like a sore thumb - THAT'S A GOOD THING.
I'm going out on a limb here and thinking you might want to be running a campaign focused on adventure. Color me crazy, but I think that's what Pathfinder is best at.
You don't want the NPCs to view PCs as a good future son-in-law or business partner, promising able hand or good neighbor. They NEED to be seen as outcasts, layabouts, troublemakers or threats. You NEED to let the PCs know that they are discriminated against by the locals, just enough to make them think "someday, I'm gonna prove that they were wrong about me" but not so much that they think "someday, I'm gonna burn this whole wretched place to the ground". (unless you were aiming for THAT sort of campaign...)
You need to give them that one ray of hope for a happy ending. The mayor's daughter, who thinks that a PC is nice, even though her father thinks that the Sheriff's son is a better match. The Wizard's apprentice who has a not-so-secret crush on a PC, even though the wizard wants to marry them off to the GuildMaster's kid for political gain, etc.
The PC has to know that they have a rival with all the establishment advantages of higher class, more money, better gear, political power, etc. They have to think out of the box to get what they want.
They have to answer the call and go to the places that civilized people avoid. They have to do things that townsfolk won't.
They have to go become adventurers.
So, we know what happens when a spellcaster loses their familiar.
What happens if a familiar survives the death of their spellcaster?
Presumably, they would lose the special abilities linked to spellcaster level (spell resistance, speak with master, etc) but do they retain any of the other features?
Witch familiars lose their accumulated spells in 24 hours, but the book(s) are silent on the other classes familiars and features.
Does a raven familiar retain the ability to speak one language? Does any familiar retain the classification as a magical beast?
Does a former familiar of a powerful spellcaster retain any sort of magical aura? Any knowledge of its previous master?
Would a former familiar of a powerful spellcaster be more or less likely to become a familiar to a new, up and coming spellcaster?
Cleric of Caffeine wrote:
Why? is it trimmed in the shape of King Kong or something?
That would be awesome, because after x-mas, they could fly some biplanes around it and then push it off the top of the Empire State Building...
2011 is going to go down in history as the year the dictators fell like autumn leaves.
I can't think of a year in which so many dictator-for-life types got tossed out on their ear, overthrown or just died.
And I hear Hugo Chavez isn't all that healthy...
only a few more weeks left. C'mon 2011, you can do it.
FAQ resolves this by saying that Witch A's Healing hex and Witch B's Healing hex are distinct, so each witch can heal the same target within the same 24 hour period.
It is a reasonable conclusion to say that the same behavior would dictate that two witches could use slumber on the same target within 24 hours as well.
I think the perception is flavored by the fact that (most) hexes don't run out of uses, they run out of (valid) targets. Witches are absolutely the top of the heap when it comes to utility. Rather lower down the totem pole when it comes to raw power/versatility.
I have a witch with the healing hex. With a team of 5PCs, 3 NPCs and a few familiars, and a population of thousands of refugees to escort, that healing hex is going to turn into the equivalent of somewhere between dozens or hundreds (or even thousands) of 2nd level spell slots. Overpowered? Well, probably not. Useful? Oh, hell yes.
I don't have personal experience, but I strongly suspect that at the higher levels, the best wizards are going to outshine the best witches. I do have personal experience in how well low level witches do compared with low level wizards...
Consider that a 1st level human witch can heal every PC, animal companion, familiar, mount and friendly NPC, attempt to curse every hostile NPC or monster once/day and brew a potion without blowing a single spell (except for making the potion) is pretty nice.
But overpowered? Not really.