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James Jacobs wrote:
I meant a correction of some of the problems in the Stat's (incorporeal conflict if memory serves)....
James Jacobs wrote:
OK...that's just AWESOME :P
Some VERY helpful points made above, thank you all very much for that.
At the beginning of play, I think he will definitely fall into the LN alignment....but as many of you pointed out, he's more or less already at the tipping point towards LE.
He more or less identifies "evil" as House Thrune...but more because of what's been done to his family, and how he's been raised to see them...not out of any real moral/ethical distinction between their actions and his own. His family did (when they where still influential)take the tact that they where "controlling" devils for their own....implied different... ends...but much of his attitude towards Thrune is based more on getting revenge, and regaining the power and authority he feels was his birthright....that was stolen from him as House Thrune rose to power.
He of course want's to see himself as "better than" house Thrune, both in his motives, and his actions...especially as he has lived a life of both poverty due to Thrune more or less demolishing his family holdings, and general abuse (he has Proteus syndrome, so many people are at least uncomfortable around him)in the culture.
But I don't think he really knows just what he's willing to do in the long run to achieve his goals.
I'm sure people hate these...but I'm having a hard time pinning down the alignment for a character, and could use some advice ;)
Character is for the Hell's Rebel's AP.
Character is Chelish, with the following trait...
Character is a Pact Wizard, his pact is with a Cabal Devil (LE), that has been bound to his family for generations..so basically they are "stuck with each other" due to the pact his uncle put into play when he was a child.
I am thinking LN....but I'm not sure I can rationalize being lawful...when I'm going against Thrune...
I don't know how you can have a different alignment patron, but then have the restriction of shifting away from his chosen outsider alignment.
That's both what I like about the archetype...and what I'm having a bit of difficulty interpreting....
It would have been a bit clearer if they had said something along the lines of "A pact wizard whose alignment shifts further away from the chosen outsider subtype,"
There are a few things in the archetype, that I want to make sure I'm reading correctly....
#1 "Pact (Ex): A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype,
By my reading, the wizard can form the pact with any outsider...even one with a "diametrically opposed alignment"...so starting with a CN wizard with a Devil (LE) is fine...he only looses the benefits of the archetype if his alignment moves further from LE....correct ?
#2 This is just a question of clarification in how Aura's work in general...if said wizard is CN, but is pact bound to a Devil...he will read LE due to the Aura correct ? Or would they get a duel reading of some sort ?
Amanda Plageman wrote:
This is actually what I'm most interested in...just waiting for the PDF to become available on Wednesday.
Can you give a bit of information on what the feat does for you ?
Wayne Reynolds wrote:
Well I hope other artist's pick up the trend ;)Thanks
Taking each hex from the spirit costs you a feat. They replace the bonus feats you would otherwise get from being a wizard.
Yes it does...I misunderstood you.So your suggesting I should look for a different hex...
It's to bad they must be hexes associated with the spirit (as opposed to general hexes). I'll re-look at the options and see if there is a better option among the Lore spirit...
I'm building a Spirit whisperer, and having a bit of difficulty determining how some of the abilities of the Shaman class would translate to a Wizard.....
"Spirit Hex: At 5th level, a spirit whisperer can select one hex from the list of those granted by his chosen spirit. He uses his wizard level as his shaman level when determining the effects and DC of this hex. In addition, he uses his Intelligence modifier in place of his Wisdom modifier for these hexes. At 10th and 15th level, he can select another hex from those granted by his spirit. Each hex selected in this way replaces the bonus feat gained at that level. This ability alters bonus feats."
OK, so far, so good....the difficulty is in interpreting the hex I would like to take. It's from the Lore spirit....
"Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman
By my reading....I could choose a number of spells from the Sorcerer/Wizard list equal to my Charisma Mod, to the list of spells I can prepare that day....
The save DCs would revert back to my Intelligence Mod ?
The spells would remain Arcane (rather than Divine) ???
Am I getting this right ?
Lorekeeper/Haunted/Ancestor mystery Oracle could work...and was the direction I was going for a while. The versatility in spells is what sold me on trying the Shaman build...
Magus, just didn't really carry any of the "I have voices in my head" feel that I got from some of the material for the Spire Elves...and ya, I know about the Spire Defender ;)
So I have wanted to do a Mordant Spire Elf character for...well years...
A big part of what I wanted to capture in the concept, is some of the early mentions of "reacting to unheard voices" and such...
And I'm looking at going Shaman/Speaker for the Past.
Hexes: Arcane enlightenment, Benefits of wisdom,Share Knowledge...
Thinking of taking Spiritual Guardian feat (re-fluffing Spiritual ally, Ancestral guardian, and such as Azlanti-warrior spirits)
But I'm still looking for other elements that really seem to carry the elements that scream "Mordant Spire Listener"....
Any ideas or suggestions would be greatly appreciated ;)
James Jacobs wrote:
Usually, by the time we are having discussions....that's not the case, and I'm glad to hear that there is still time for you to consider other options to include. Also...I have come to realize I tend to gravitate towards the "mystery" mentions....so I'm usually looking for the things that most people are possibly not interested in.
James Jacobs wrote:
I'm REALLY OK with fluff elements...although I like a bit of both fluff and crunch...it just seems like many of the things that have either been left hanging (after brief mention) in other books...or races that have very little support....are still not going to be focused on all that much.
We have a glut of basic information on the core races...including Inner Sea specifics...but all these other elements that seem to get very little support.
That's the approach I took in my homebrew/Pathfinder version....I need to re-visit the idea and clean it up a bit more ;)
GM Arkwright wrote:
Well, this isn't a build, it's a homebrew archetype of my own creation; don't expect to use it without special GM dispensation.
Thanks GM...I gota say...using "hair style" as a play on words gave me a harty chuckle ;)
That it replaces your Hexes, Major Hexes, and Grand Hexes in their entirety.
I'm looking at Shaman as an option, taking prehensile Hair Hex at 2nd.
Strangling hair may be a worthwhile option...I can use the the Arcane enlightenment ability of the lore hex to gain the spell....
@ GM Arkwright...I would love to see the build...right now I'm looking at all options and trying to figure out which one will make the most sense ;)
It just occurred to me that Shaman with the Prehensile hair hex might also be an option....
I was just skimming through older threads in an attempt to understand why the Prehensile hair hex was considered superior to the WHW ability...
The white hair ability has better dmg, greater reach, and increases options without expending valuable feat slots ?
What am I missing ?
So this is not by any means meant to be an "optimised" concept....but I would like to see if it's even possible on a functional level, as I really like the flavor.
The idea is a Gnome (male) that is fashioned after the Korred/fey.
My initial thought was White Haired Witch....but as I have been looking at threads discussing the class....I have really mixed feelings as to if that's the best route to go...
The other option I am seeing is to go Magus/Hexcrafter + the Prehensile hair hex....but that seems to really loose out on many of the varied boosts the White Haired Witch get's.
Given that at size small...I will be limited in my grapple range to begin with (wouldn't you know this idea is for Giant Slayer AP)...
Which route would be most useful in the long run ?
Or is the whole concept just so worthless as to not be worth pursuing ?