|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
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)
1) Airship or balloon? Airships can maneuver, balloons are at the mercy of the wind.
The technological order of development would be something like
Why - As alluded above, casting smaller gun chambers that don't explode in use is much harder than casting large ones... A purely techno airship (not balloon) pretty much requires a power source with the density of a IC engine, which is more challenging than a small bore firearm.
let the player use the spell research rules to research Mage Hand. If Baba Yaga can have all sorcerer/wizard spells as well as a variety of divine spells, "Baba Yaga knows all witch spells, as well as all sorcerer/wizard spells. Baba Yaga also has knowledge of many other spells that she has researched. Many of these are arcane versions of divine spells."
I will note that the multiclass is not particularly optimal, as the Arcane Trickster levels will not advance her hexes...
Ok, you have 7 Characters running around not six... but I'm kind of surprised you are having trouble putting these guys on their asses. They have only 2.5 casters, one of whom prefers the flashy damage spells, and another of whom is a bard.
Consider thee Omox demons encounter, it should stack up a body count if you change the tactics...As Luz noted, control water lets an Omox raise the water level 24 ft over a an area 120x120 ft - which is the entire G2 encounter area. Edit the area so the ceiling is only 10-15 ft up.
read all of this, carefully :
How many of your pc's have swim as a skill? Note that you can't hold your breath and cast anything with verbal components..and this may also limit the bard, depending on their choice of perform skills. The ranged fighter has a) to make his perception checks to shoot at someone and b) is at -2 per 5 ft of range underwater. Invisibility/HiPS effects are a lot less effective underwater: " Invisibility: An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. "
Your party can't see the omoxes until they close ("How far you can see underwater depends on the water's clarity. As a guideline, creatures can see ... 1d8 × 10 feet if it's murky." ) Also, the omoxes have 120ft darkvision - your pc's appear to top out at 60...
Let them get into area, about 1/2 way to G11. Meanwhile the omoxes use telepathy to co-ordinate and alert the demons in G5 ang G6. Raise the water level - immediately they are all simultaneously drowning/holding breath - there is nowhere to get air. Add Acid Fog, which works fine underwater - No save, no Sr, 1/2 move to slow down their escape (on top of their reduced swim speeds), and dmg of course. Leave one or two party members outside the effect and concentrate on them with spring attack grabs, and then the Omox swift action dimension door itself and its victim away as a swift action - taking the victim someplace well separated from the party - either just the other end of G2 (near G4, where the demons from G5/G6 will be gathering, remember telepathy) - where no perception check will give the rest of the party any idea of how to get to them, or if you're cruel, G13, and let the Hydrodaemons join the party/massacre...
If your really nasty, let Kiyomi warn the demons ahead of time... Some equipment and a bit of planning could make for a really nasty ambush.
I would agree with James Jacobs. I suspect that your most important problem is 6 PCs. It's not just 50% more actions, it also allows much more specialized builds.
I'm gonna be as gentle as I can here: Being able to b*tch-slap the laws of physics is a strong survival trait when things start to get ridiculous...
I'm pretty sure that there is no NG subtype. There are only 4 alignment subtypes: Good, Evil, Lawful and Chaotic. A creature can have zero, one or two (good/evil and Law/chaos) of these subtpes.
Regarding clerics, a NG good gives an aura of Good. Assuming an extreme alignment (LG/CE/CG/LE), I am not actually certain that a cleric takes on a double aura. Rather, I suspect that the cleric is supposed to choose which aspect of the diety's alignment he will emphasize... and in turn get the appropriate aura.
Well, you've essentially gutted a large part of the original's powers.
It's essentially useless as a direct offensive spell at that level - without a exceedingly expensive material component, it wears off if used offensively, and the maximum you can do to a creature turned into an object is give it the broken condition, thereby breaking the spell for only 10d6 pts of dmg (avg 35). Which for a single target spell at 8th level, sucks beans... It used to be a decent save or die effect.
As an indirect spell you can still create huge amounts of gunpowder - plant and animal products - and set them off, a classical abuse. Another point is alchemical substances - and will require lot of fudging by the gm regarding what you can produce from plant and animal products plus semi-precious minerals... It's also much more potent in underwater environment - you can still target the water surrounding someone, if not the air.
It still breaks the economy. You can sell Ivory and Amber in the kind of volumes that PAO will create for LOTS and LOTS...A 3hd bison turned into amber will be worth a lot more than 1500gp.
creation of critters and buffing of friends have been beaten with a nerf bat as well...
So yeah, you may have gone a bit overboard with the nerf bat, and you still didn't kill a bunch of abuses...
This is what I got when I re-wrote PAO
This was not an attempt at balancing the spell, just fixing the mechanical inconsistencies. The thread itself never really came to a conclusion, but it is a pretty good discussion of the problems with PAO.
Lord Pendragon wrote:
The math is pretty straightforward. A given Shocking Grasp spell does xd6, where x is caster level (leaving aside empower, intensify, etc.) and capped at 5. A given Frostbite spell does X attacks at 1d6+X... Which works out to Xd6+X^2, and X is not capped...per casting, Xd6+X^2>Xd6, even without the cap on X for the shocking grasp spell. If you assume your fights will be big enough to get all the attacks from a given Frostbite spell in ...
IMO, it's pretty strong, especially if you have say, proficiency with nets.
With a net, that's a ranged touch attack (at -4 if non-proficient), which both entangles (the net), and with an added flask of Ghast Retch (UE P107), sickens (nauseates if they fail the save!)...
That's a strong set of debuffs...No save, No SR...
Can the prehensile hair hex use a shield? I've seen people use it on these boards as extra hand (sometimes hands plural), holding wands, rods, etc. Can it defend you with a shield? The hex specifically states that is cannot use a weapon.
What is the limit to the amount of things your hair can hold? Encumbrance as defined by your INT? (note that the hex states you use your INT as the STR for the hair, and weight on the hair doesn't effect the Witch.)
Also, can your prehensile hair hold objects (say a wand) while attacking (it has the ability to make natural attacks)? Given the initial question, can it hold a shield and attack?
Diego Rossi wrote:
What about spells you wouldn't normally have access to - a sorceror could prepare an arcane Ressurection spell from a witch scroll, or an Oracle could prepare a Spellstaff from a druid scroll...
Lord Pendragon, I am not sure that I would go with a familiar as your 3ed level arcana. Rather, I would consider wand wielder. True Strike driven combat maneuvers are EXCEEDINGLY powerful - they generally don't fail... A wand of vanishing is pretty much as good as improved invisibility...
I don't think that the list of improved familiars is complete - I think it is missing some material from the AP line. For example, the Impundulu, which is a very potent improved familiar for a witch (note that the text on the archive is incomplete - look at pathfinder #40 for the full text). Presumably this limit will apply to the regular familiar list as well.
GM Lilith wrote:
I have to ask - WHY? It already has Greater Teleport at will...
Did the Vault Builders predate or post-date the imprisonment of Rovagug?
Maybe I've got the wrong impression, but I thought that the imprisonment of Rovagug was part of the planetary creation process... At that point, the Vault Builders would presumably come afterwards - otherwise they would have no material to work with.
Evil Midnight Lurker wrote:
Just to get this on the table: I not only want, but demand, that this include reprints/rewrites of SKR's writeups.
No. I already have (and paid for) those. New material please.
The phrase is :
The key words are "final cost". The final modifier in this case indicates what the item would sell for if sold by a NPC merchant in a public marketplace.
You may craft an item with a marketplace cost of up to 2000gp; this will cost you up to 1000 gp in raw materials. For example, If you had craft(armor) focused tools, you could make a set of Hellknight Plate (marketplace cost 2000gp), and you would use up materials worth 1000gp. if you had craft (shipbuilding) tools you could craft a longship (marketplace cost of 10000gp) over 5 one hour sessions over 5 separate days, using 5000gp of materials, with only 1 skill check, made on the 5th day of crafting.