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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...
It is indeed a non-encounter for someone with effective ranged weapons. A 20th level character without such weapons though - well, DR and Fast Healing/Regeneration say suck it to rock boy...
As for examples of such encounters in actual play - the "Shoggoth in a bowl" encounter in Pathfinder #65, Into the Nightmare Rift...
On the original topic, I am not so sure that it is hate, just that their design philosophy for base classes in general makes good prestige class design very VERY tricky.
In theory, the classes are balanced - a Witch 10 is CR 9, as is a Ranger 10 ... as is a Sor4/Or3/MT3 multi-prestige class combo. Yet Paizo's design philosophy is no empty levels, and you get better abilities as you progress to higher levels, to the point of capstones at 20th level - so higher levels are better than lower ones... A prestige class has a designer has to take into account both early and late entries into the class, as well as favored class bonus - it makes for a very difficult balance challenge.
Ok, according to the animal archive, a Combat Trained Bison is 75 gp... Well within the purchase price of a 1st level pc.
This thing is a CR 4! Melee gore +10 (2d6+12) AC 17 HP 42...
Handle animal to get this to attack something is DC 10...
Is this a typo, or did the weapon of choice of low level PCs become the Bison!
Someone just post a situation.
As you approach the brazen gates of (hell), something stirs besides them. It is the Fenrir/Cerebus/The Hound of Hell. He lunges forth wildly, salivating at the smell of your tender flesh, but is restrained by the mystic chain Gleipnir. Still, to pass beyond the gates, you will have to defeat him...
Yes, you can close and melee with him, but wouldn't you just rather stand 120 feet away and shoot him full of arrows?
Lord Pendragon wrote:
Well, as a bit of insight, a single rime frostbite attack is worth you and everyone else in your party getting a +3 to hit said opponent... With the addition of your opponent getting a -3 to hit (2 pts of strength + entangled), a -1 to damage (or more, 2 pts of strength), cannot run or charge, and takes a concentration check to cast spells. And adds a bunch of non-lethal damage...
Rime frostbite works really well. At 17 though, I would be tempted to just take Extra Arcana (Wand Wielder), and buy a staff of Rime Frostbite (8th Caster level, 2nd level spell = 400*2(2nd level spell)*8(CL)= 6400 gp creation cost = 12800 purchase cos = chump change at 17th level). Add a couple of other wands - true strike is quite nice... Carry it around, and When you need to free a hand, your familiar can grab it from you... they make excellent caddies. This gives you 90+% of the benefits (and a few others on the side), and leaves you with a spare feat to play with.
Regarding casting spells while holding charges from Frostbite:
"Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. "
The way round this is the wand wielder arcana. This will allow you to both get extra actions from Spell combat and use Frostbite...
Rnd 1. Use spell combat and spell strike to cast Frostbite, take an effective full attack plus bonus attack, burning frostbite charges. Draw a wand from a spring loaded wrist sheath on your non-weapon hand (swift action).
Rnd 2+ Use Spell combat and wand wielder (with wand of your choice - intensified shocking grasp L10 anyone?) to take a full attack burning frostbite charges and add the touch spell from the wand...it is not clear to me if the intent is to allow the Magus to use spell strike with the spell from the wand, assuming a touch spell. Either way, you will still get an extra attack - either a pure touch attack from the touch spell from the wand, or a bonus regular attack from spell strike.
Rnd n - drop wand (free action). Use spell combat and spell strike to cast Frostbite, take an effective full attack plus bonus attack, burning frostbite charges. Retrieve wand using weapon cord (swift action)