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Wand Wielder Arcana + Wand of True Strike. 50 True Strikes for 750 gp, used to drive CMB checks to ungodly high levels... Remember you don't need the improved feats to use a Combat maneuver, especially if you are out of your opponents reach. Things like Longarm and Enlarge can drive your reach to phenomenal levels...
To be honest, I totally lost track what each individual player could do at the end of the campaign and basically relied on the honor system in regards if they played their characters honestly. As you can see, my player knew what he was doing.
Yeah, Magnuskn, th3M1ghty, it's clear you've got some very fiddly stuff running around, and extremely optimized, and I still don't think you can do this the way you have been, RAW.
"My char forfeit every second path ability, getting an off main class level instead." Lets just say that I wouldn't call that a nerf... It allowed you to pick up 5 levels of casting ability... without which you would be a 12th level caster on the clerical side, not 17th.
One key problem being is that someone coming out of a time stop doesn't have a "readied action" available. A "normal" time stop, works like this:
As mythic you can pick up another standard action from amazing initiative (that "can't be used to cast a spell") and you could also potentially get another swift or even a move action from "Borrowed Time". But neither of these lets you bypass the rules on p213. Synthesis will let you workaround the p213 rule once per day, by combining a spell from your cleric and sorcerer "sides". That would get you to 3 spells per turn (once per day), which is still not 4 spells per turn.
To actually make your turn work, would require something like this:
Use Time Stop from a scroll (standard action, non-spellcasting)
You've spent roughly 100,000 more GP on equipment. Maybe not a big issue.
On a bigger issue, "Wouldn't have saved Deskari in the long run (i.e. after another round)." Magnuskn, 1) it does if the sorcerer is dead/incapacitated before his 2nd round, which is distinctly possible if Deskari drops a full attack on his head as I have described. 2) As DM saving Deskari is not the point. The point is to have an epic fight. If Deskari puts a PC or two down, it's a lot more interesting. Clearly you were massively jaded by the time you got to this fight, but if Deskari's not nuked to death's door, the ranger can't easily kill him and then Areelu also gets a turn, with her own ability to pull TimeStop, using Wild Arcana... things snowball in this kind of fight.
1) Borrowed Time still does jack for the limitation from page 213 of the core rulebook. You've got a maximum of 2 spells per round. You've got an extra swift action - you could use a quickened SLA, or some other swift/immediate action - but it doesn't get you to 4 spells per turn. Was your sorceror using items for 2 of those spells - according to your initial write up he was straight casting all of them - I only got him to 3 spells by using a scroll...
2) Even if you don't use Mythic Time Stop, use regular Time Stop - like your sorceror is doing. I didn't actually do anything in the posted turn that required a Mythic Time Stop - I just noted that Deskari's friends would have been able to play too...
No, he didn't cast those spells during the multiple Time Stops. He used that time to buff himself up, then readied an action when he came out to use a swift action to cast another spell (Greater Dispel Magic + Moment of Greatness) then the standard action to cast another Time Stop. When he finally was done with that, he cast the Mythic Augmented Maximised Empowered Elemental Disintegrate.
I gotta say that I am currently with Raisse. I don't see how this possibly works in 1 turn.
Sorceror starts turn, and cast Time Stop, extended (1) - this is his standard action.
But after that, he cannot cast another spell this turn - P213, core rulebook "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round." Nothing that I can think of in mythic allows you to cast 3 times per round - note that Amazing Initiative additional standard action "can't be used to cast a spell". He could use the extra standard action to read a scroll of limited wish, but he still needs to cast his Mythic Augmented Maximised Empowered Elemental Disintegrate the turn afterwards, allowing a Deskari (and anyone else) another opportunity to act.
Also, why didn't Deskari actually do something during his turn - his aura is an automatic effect... looking a MDJScorpion's statblock, which you are using IIRC, Deskari's turn should have looked something like this.
Standard Action: Mythic Time Stop, allowing him and all his allies to buff and maneuver. Deskari closes (flying) to melee range while casting creeping doom, summon demons and symbol of weakness DC 32.
After the end of the time stop, he uses amazing init to get another standard action, and full attack. Focus on the healer other than the paladin, who has already acted... Try and put the healer down. Don't forget the poison - it stacks with the poison from his abyssal swarm aura, and it reduces con, making further saving throws more difficult as you go, and also stacks with the infestation ability (another -4 to saves...).
Finally, using another mythic power, he uses his demon lord ability to use his SLA's as a swift action, and attempts to imprison a PC, DC 34, and he's smart enough to pick the one with the weakest will save.
Then the demons and swarms he summoned during the Time Stop go. Don't forget swarm master for his creeping doom swarms (dc32 Fort distraction saves and 10d6 dmg). I suspect the most useful thing for the Demons is dispelling...
As each post-paladin characters turn comes up, his abyssal swarm aura forces 2 Saving throws DC 44 Fort (Poison and then Nauseating). Note that poison makes the nausea save hugely difficult - 3d4 less con and infestation (another -4 to saves...). Then another save DC 36 frightful presence. After that use, Deskari's free action, so he can do it during their turn to force a 4th save (DC 42 Fort vs Stunning, and 20d6 dmg save for 1/2)... EDIT and the symbol of weakness for another save...
And God's alone know what Arleesh, Gimcrak and K reborn got up to during the TS. Note that Arleesh can cast just about whatever she wants using Arcane Surge.
some things to add
prepared rooms - summoning chamber from Ultimate Campaign, pg 103.
Also, you need to go into MUCH more detail about target choices. Mercanes, offer the opportunity to get into a magic item trading, w/o needing a huge city...
Also, remember unintelligent targets can be summoned (and not returned!) consider a celestial horse (stallion) sold to a band of horse nomads! Also remember that you can summon templated critters - which means just about anything...
Note that Harrowed Summoning and Augment Summoning don't stack - they are enhancement bonuses. Evolved Summons would likely be a better choice than Harrowed - so often, Harrrowed Summons ends up in a bonus that doesn't help much - eg INT or CHA for a combat beast - or one that doesn't stack with Augment Summoning...
A really melee focused investigator? Take advantage of that STR and CON while using the INT?
Good will and Reflex Saves will help compensate the low dex and Wis.
Take Sacred Tattoo or Toothy instead of ferocity.
Take HP for the Favored Class Bonus - you will need them.
Take Mutagen as your Investigator Talent (3ed), at 5th Quick Study and Sickening Strike at 7th.
Use a Great Axe
Feats: WF Great Axe, Dazzling Display (Great Axe)
Skills- Intimidate, Perception, Alchemy, Disable Device, UMD, Stealth, assorted Knowledges...
next level you get Focused Combat - which gets pretty close to keeping up with the fighter for melee combat.
Your tactics are intimidation (dazzling display) and poisoned weapons to weaken your enemies, then finish with a greataxe... Use Extracts to buff yourself as appropriate (suggestions - Shield, Long Arm).
Half Elves, Half Orcs and Humans all have the following favored class bonus available for Shamans:
Shaman: Add one spell from the cleric spell list that isn't on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Thats right, you can do customized expansion of the shaman spell list, from cantrips to level 8 spells...
The Shaman spell list. (scroll down)
What would you add with this FCB?
Cantrips: Not worth it...
They don't have access to all the solid witch hexes ("She cannot select major hexes or grand hexes using this ability"). That leaves out Agony, Ice Tomb, Retribution and Summon Spirit. Which still leaves much of your point - Shaman has a lot of tools, and I anticipate them getting more with the creation of more spirits in expansion material...
Under A Bleeding Sun wrote:
This is rather difficult to run a search on; Link please.
I dimly recall a ruling/FAQ entry that suggested you could cast/create a magic item with a caster level below the minimum for a spell. Am I remembering correctly?
For example, a fireball spell is 3ed level, and can be cast by a 5th level wizard, at a caster level of 5. Similarly he can prepare a scroll of Fireball at caster level 5. However, if the wizard so chose he could use a caster level 2 (2d6 dmg, range 480 ft. vs 5d6 dmg and range 600 ft) because he wanted not to kill all the people exposed to the blast or because he wanted to make the scroll cheaper (2*3*25 = 150 gp < 5*3*25 =375 gp )
This is particularly relevant recently due to the Consume Magic Item exploit of the Arcanist...
This is currently just first impressions, but Occultist arcanists might be the strongest of the lot. Spontaneous Improved Summon Monster (min/lvl duration and standard action) summoning spells are quite strong. For 2 exploits (1st and 7th - you also get a couple of SLA's from the 7th) and a changed (possibly better - unlimited summon monster IX is damn good!) capstone? If you are enthusiastic about charging your reservoir (say by using consume magic items) you can pretty easily drop a max level summon monster EVERY encounter.
Alexander Augunas wrote:
Yep, Precise strike and regaining panache... which is just about all you need, yes...
Just because I can see myself trying, what is the general opinion on "Wierd Words"
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.
"So given spells like calcific touch and flesh to stone, what wizard doesn't decorate his home with the petrified remains of smitten enemies?"
The kind who's sufficiently paranoid that he/she worries about someone with a pot of Stone Salve getting loose in their house?
Ghoran may be worse.
No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
I wonder how many hexes will be usable by both the Witch and the Shaman. There is a significant dearth of non-sucky non-combat hexes...Shapeshift is a definite step in the right direction (especially if witches can use it as well).
I think I can top you Risner! Hannah V 4.0
Also, a question, if you are using 10 min/lvl buffs (eg Echolocation), why not Heroism?
7th level Bard (Word Striker)/ 3ed Level Rogue
Aasimar (Agathion Blooded) Halfling
Hit dice: 10d8 + 20 (Con) + 1 FCB = (8+4.5*9+20 +1) = 69
Armor Class: 25 (= 10 + 7 (Chain Shirt) +3 (Shield) +2 (Dex) + 1 (small) +2 NA)
Gear (62,000gp, 60,057 used)
+1 Elven Chain (6,150 gp)
Hannah's preferred attack mode is to sneak up on something using all that stealth she's got...and Wierd words them for 10 touch attacks vs flat footed touch ac at +13 to hit.
Each attack does 1d8+12 fort save for 1/2 + 2d6 sneak +4 for sniper googles.
Assuming a high fort save (+13), the 1d8+12 becomes = ((16.5*10)+(8.25*10))/20 = 12.3775
Assuming a low fort save (+9), the 1d8+7 becomes = ((16.5*14)+(8.25*6))/20 = 14.025
Sneak Attack Damage (per attack) is 2d6 + 4 + 1 Ability damage (Pressure Points) = 11 + 1 Ability damage (Pressure Points)
DPAttack = h(d+s)+ft(cd+cb+r)= 0.95*(d+11)+0.95*0.05*(1*d) = 22.797 or 24.440 + 0.95 Ability damage
h = 0.95
DPR = 10 * DPA = 228 or 244 respectively + 9.5 Ability damage
Without sneak attack:
DPR = 123 or 140 respectively
Coming back to Xanesha's change in difficulty, on thing is really important
The original version facing 6th level characters
1) 14 Con and d6 hd (wizard) = 6+5*3.5+6*2 = 37 hp. One round at max dmg
AE version vs 7th level characters
1) 14 Con and d6 hd = 6+6*3.5+7*2 = 41 hp. Two rounds.
The party dies a LOT quicker against the original...
I second don't kill it, but if you can manage 8th level spells - trap the soul should work nicely. Incapacitate the main body by hammering on it until it's well below zero hp (just don't do too much damage it can't regenerate). Then inscribe an appropriate gem with trap the soul (and your opponents name). Put the gem on it's unconscious corpse... trap the soul kicks in, no save, no SR...Store the gem safely, and maybe figure out if you can do something useful with the trapped soul of a high level spell caster.
As a quick note, I'm not at all sure that there should be such major consequences for using/abusing a succubus in this fashion. In game, several NPCs in City of Locusts appear to have done something similar without huge succubus conspiracies to overthrow them.
eg. City of Locusts, Pg. 27 : "Profane Gift(SU) Anemora is under the effects of a profane gift (+2 Con) granted to her by a succubus named Lelaxiss whom she has bound and imprisoned in a distant hidden locale".
Similarly, Areelu Vorlesh has a profane pact with a lilitu demon...
If published NPCs can play this game without huge repercussions, I do kind of wonder why PCs can't...
I think you need to do Arleesh as well. I also think you should consider throwing a lot more things like Mirror Dodge and/or rings of Evasion.
Consider one thought experiment. The second last encounter, Arleesh and friends vs 1 PC: Sorceror 20/Archmage 10.
Arleesh wins init, gates in Hekatonchieres and tries a quickened dominate person. Dominate Person gets laughed at.
Sorceror is next init. Casts Augmented Mythic Metor Swarm, with Channel Power and a Metamagic Rod of Consecrate Spell. Drops all the meteors on Arleesh...
Impact Damage : 8d10 = 80 (consecrate) dmg (bludgeoning) * 1.5 (Channel Power) = 120 + 4 fort saves vs Knockdown,
Total Damage (with all saves made) = 660
Arleesh dies (at -109 hp). 1 Spell. Everything else in the encounter (gimcrack, 4 advanced Vrolikais, the Hekatontarchies, Khoramzzadeh Reborn), all die as well from the blast damage, unless they make rather improbable saves... and them Kho's death throes clean the floor...).
Your revised Kho has at least a chance to live through this, if he makes at least 2 of 4 saves at DC of 21 + Caster stat (assuming no other feats, etc...) He has a Ref +26, but well, I think you can expect at least a +15 from that caster stat...
And Chuckles the sorceror still has a quickened spell and maybe a magic item use left, in this round....
As detailed here, I was having trouble with the first shipment from my order, 2918797
Today, Feb 6, I got home from work to find a package - the USPS has finally delivered the initial order...
Unfortunately, Paizo has sent me a e-mail on 5 Feb, "A package containing 2 items from Paizo Order #2998781 is about to ship from the Paizo warehouse via Standard Postal Delivery". I am unsure if you have actually shipped said second package. If you can, please stop it. If not, I need to know what to do with it when it arrives...
Justin Riddler wrote:
I have received the confirmation e-mail. Thank you very much, and I hope that this is the last you hear from me...
As mentioned in the previous thread, my order, #2918797 shipped as two packages: one on the 2nd of January, containing Pathfinder #7 (non-Mint) and Pathfinder #25, and a second package on the 6th of January. I have received the second package, but not the first. It is now February 3ed... Do you have any visibility into what happened to the first package?
Build a bunker. Ward and protect the bunker heavily. Build the tower up From the bunker. Have a permanent projected image from the bunker, to the top of the tower. Hide in the bunker. Use the projected image to launch your spells and look around - keep YOUR narrow butt out of the line of fire!
Remember to protect your bunker against assassins and other sneak in and kill you types (Special Forces in general). Also remember to always plan a couple of escape routes...
My opinion is that with a custom construct, it can be pretty damn good for clerics. If said construct has either or fast healing or high DR, it's a big HP reservoir in melee combat.
Consider a terra cotta soldier - 64 hp and DR 5/Bludgeoning. Add a custom fast healing ability... That's a lot of HP, and it doesn't hurt a clerics AC much (if at all), what with Magic Vestment.
Are you sure that this statement is correct. I was under the impression that the caster level requirement for a magic item was not a hard and fast requirement - rather it can be bypassed by a +5 DC to the spellcraft check. Presumably this would also apply to constructs; they are magic items after all.
To smack the snow cone wish factory discussion on the head, you do realize that you can simalcrum any creature in the infinite universe within the HD limits - 26 HD at 13th level (earliest possible wizard cast). You don't even have to have met them - you could read about them in a book somewhere.
The caster simulacrums a advanced efreet of 20 HD... post simalcrum, he gets a 10 HD efreet - a normal efreet - who can cast 3x Wish per day.
Simalcrum the spell is indeed broken... Next discussion please...
What are your hexes? My suggestions would be 1) Slumber - yes, it's the first item on the sheet, it's that good... 2) Probably Evil Eye (or Feral Speech if you are an animal friendly witch - this is a preferred option for me - animals make great bodyguards at low levels).
Traits - depends what is available - if your DM will let you have Finding Haleen, TAKE it. Otherwise I would look for a trait to make perception/ride/(and handle animal if you went feral speech) class skills, or add to your fort and reflex saves. Note that if you are using Ultimate Campaign, one of the witch backgrounds (found familiar) on pg 42 gives you access to the animal friend trait (which give handle animal and a +1 will saves...). Note that I loove traits, and I often take the extra traits feat or a flaw... Finding Haleen, Animal Friend, Valamashai Veteran/Eyes and ears of the city + hedonistic?
Skills I would rethink considerably. At first level, I would put 1 rank into:
Perception (this can keep you alive!), UMD, Know Arcana, Spellcraft, Ride, Handle animal, and 2 more of choice if you took Finding Haleen - heal and alchemy?.
Ride is a very useful skill for a witch - it allows more movement without using your actions - allowing you to close, use a hex, and then move away. It (and handle animal) also combine well with the animal focus above. As you level up, max Perception, UMD, Know Arcana and Spellcraft. You get Ride to a level of making the checks automatically (at least 9, likely 14 or 19...). Skill checks tend to top out after a bit... so you start to spread around. 3 ranks in Acrobatics, and a bunch of other little fiddles. Some ranks in fly (although you can use a flying mount with Ride). Ranks in Linguistics... Remember that adding int bonus from items tends to come with extra skills; often knowledges.
I would also recommend reading both the witch guides and the guide to traits from here http://paizo.com/threads/rzs2m612?Guide-to-the-Class-Guides
If you are high enough level, and can gather the necessary info (the ghost's name), prepare a trap the soul spell gem. Have a pc carry it in and let the ghost possess him... instantly taking possession of the gem... sayonara mister ghost.
For some reason I want to see a giant pile of treasure in one of the magic dead areas of the Mana Wastes with liches just waiting to come back when someone moves their phylactery...;)
Dunno. I can see a bunch of high level pc's turning this into a treasure mine. Remove Phylactery, and carefully observe Lich reformation. Chain the "body" up as it forms, and then jump Lich as soon as it regains "consciousness". Disable the lich with Trap the Soul/Temporal Statis/etc and sell the piece of treasure. Repeat...
1) RAW - it works, it doesn't hit any of the accumulated immunities.
2) I'm not sure a Lich's soul is trapped elsewhere. Rather a lich's phylactery is a contingency device. When a lich's body is destroyed, it's soul is released. The phylactery intercepts it, rather than letting the soul go to Pharasma's judgement, and stores it while recreating a body. Then the phylactery releases the lich's soul into the new body. This view is reinforced by what happens to a lich when you destroy it's phylactery, before you kill it. The lich doesn't automatically die - rather, it is just unable to use it's rejuvenation ability anymore... If it's soul was in fact trapped in the phylactery, it would fly free, off to Pharasma's judgement, and the lich would die... Instead, you still have put it down, and then the soul wanders off to Pharasma...
The classical method for long term defeat of a Lich who's phylactery is (as yet) undiscovered, is Trap the Soul (Will save, not Fort, not mind-affecting, not a death effect...). It does, however, run you directly into a typically strong will save.
Regarding the arcane trickster build, this thread might help:
Particularly, as I suspect you will be playing in Golarion, thus potentially putting Inner Sea Magic into "play", look at post 85 ...
First do you have a con boosting item? I'm guessing yes because of the HP, but if not, it helps with the fort save, and the extra HP will be useful. Similarly, Dex items add to AC and reflex save.
Second, have you considered some long duration (1hr) defensive spells, even if you have to do custom spell research. Things like Defending Bone , an improved Mage Armor (say a 3ed level version - maybe use one of the oracle armor revelations as a basis). At your level these will combine especially well with a rod of lesser extend (3000 gp).
Third, surprise: Armor and shields are actually quite useful...
A mithril buckler +x is cheap and 0% ASF and 0 ACP, and some of the shield enhancements are quite nice (arrow deflection, fortification).
A haramaki is a 0% ASF, 0 ACP, and AC+1. It can be enchanted; at +3 it's better than your mage armour spell (or you could research a wizard version of magic vestment...).
Depending on what your DM will tolerate by way of item customization, the on command smoke that doesn't impair the users vision property of a Volcanic Shield would be exceedingly nice. In theory, at the higher end, you can make a Mithril Breastplate into Celestial Armor, with 0% ASF and 0 ACP. Some DMs call shennanigans and say Celestial Armor is already Mithril, so ask first. Some Discussion here
Ross Byers wrote:
Against selected adversaries, using Source Severancegets damn close to said kryptonite... Paizo needs to start editing its spell additions a bit more closely methinks.
If you really want a caster like this that is pretty balanced (and even flavorful, in world), run out and buy Monte Cook's Arcana Unearthed.
It's pretty awesome...