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Ramoska Arkminos

stuart haffenden's page

Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber. 2,242 posts (2,549 including aliases). 5 reviews. No lists. No wishlists. 6 aliases.


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Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

In 3.5 you had to carry a golf bag of weapons to cover all the different possibilities!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Evil Outsider Bane
Holy
Spell Storing
Mythic Bane
would be my order of preference.

I was actually asking which mythic abilities you were considered!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Other options...
.
Ablative Barrier - increases the effects of healing on you.
Chain of Perdition - can cause havoc vs low CMD type foes.
Hold Person -
Heroism -
Phantom Steed.

If you're certain about your list my vote goes with Stinking Cloud.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

What are your stats?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Our DM is using the crit/fumble cards - no option. At first I was like really? But now I can see this has been an excellent idea. It stops the crazy crit builds dealing crazy damage both sides of the screen.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Is it worth considering the alternate channels? I know it'll half the damage but with all the stat increases you could have an impressive save DC vs something like Daze?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Pick the weapon (it's more expensive) and take the upgradable power for cheap enhancement.

I picked my headband, I figured a 6/6/6 for 72k was too good not to take but I don't use a weapon so it was an easy choice in my case!

So at level 12 what do you think your channel will be doing damage wise?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Others will recommend Masterpieces but personally I think the cost is too high and I don't like them but others will swear by them!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

1st level spells.
grease, feather step, liberating command, saving finale, silent image, vanish
.
2nd level spells.
allegro, cacophonus call, calm emotions, mirror image, resist energy, pilfering hand
.
3rd level spells.
arcane concordance, confusion, exquisite accompaniment, dispel magic, good hope, haste, see invisibility
.
4th level spells.
dimension door, freedom of movement, gr. invisibility, shout, virtuoso performance
.
5th level spells.
cloak of dreams, deafening song bolts, bard's escape, shadowbard


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Don't be a small race. I recommend Aasimar to pump your inspire levels 1-8 and bladethirst thereafter with their favoured class bonus.

Aim towards getting 2 performances running at the same time so you can buff the party and buff your weapon.

Gr. Invisibility and Cloak of Dreams is a nice combo. Basically you sneak invisibly next to a monster - they have to save or sleep - you coup de grace them - rinse/repeat!

Bards are my favorite class, they get fantastic spell lists and the duelist shores up their normal frailty in melee. Pump Str and Cha at every opportunity. Have a 14 minimum in Con by level 8 and take toughness early. Take lingering performance to manage your rounds. Arcane Concordance is your friend (and the Witch will love you long time!).


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I'm not a fan of inverted channel, either way using a higher level slot to damage or heal doesn't look that good.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Will you be using the legendary item to gain access to wizard spells? Which ones?
Which item is getting the love?

Will channel cut the mustard once you reach the late game?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Which Path do you intend on taking and what powers do you covet?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Do you have someone to cast mage armour on you? Monks can tank quite well.

I'm playing a grappling Magus/WHW in the same AP and am having a great time using Final Embrace with enlarge person when needed.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Exploit Weakness will deal with the DR issues.


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Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Aboleths are nasty.
Swarms, all swarms (are bastards)
Qlippoths - the one with baleful polymorph 3/day is the worst by level.

Edit.
Dread Wraiths are plain mean.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Give the Fighters an extra stat point at levels 2,6,10,14,18 it's a power increase without creating new rules and features and it will help through levels 11-19.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Tengu Barbarian with Fiend Totem lesser has 4 full bab attacks from level 2.


1 person marked this as a favorite.
Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Take Preacher, re-rolls are golden.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Yes! Please write another mythic AP.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Swift Actions are for Arcane Accuracy!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Yes they can work really well but a Hexcrafter is more versatile.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Pearls are your friends. I'm playing a Hexcrafter White Haired Witch at (7/2) right now and I haven't run out of spells once.

My attack routine is currently...

AA, Attack/hit, intimidate roll, grab, constrict - attack/hit, intimidate roll (not normally needed), grab, constrict. 120 damage average and the target is at -6 to hit, -5 AC, -7CMB and -8CMD Grappled but I'm not.


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Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I didn't actually say your build was a one trick pony but adding hexes does nothing but make you better in every way - what's not to like about that? Everyone has grasp in their pocket.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

He'll have 6 monsters debuffed to oblivion with one casting of frostbite - spell recall is nice but you really don't need it to rock.
Plus the constrict will double his damage output.

Bab 3, INT 5 AA 5 Pool 1 +14 (1d4 + 8, + 1d6 + 6 non-lethal cold) Ave. 20 damage plus another 10 from constrict, total 30 plus fatigued, entangled, shot at shaken and grappled!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

No, no, no! His INT will start at 20.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Arcane points not spent on arcane accuracy are points wasted imo. AA makes you hit every time.

But hey, playing a class with so many solid builds is a great place to be! You're going to get a lot of people telling you what is best!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Hexcrafter is a lot of fun but will add all the hexes to further complicate your available options!

Mix it with a couple of levels of White Haired Witch and take the Frostbite route to be a super debuffer. Fatigued plus Entangled plus Shaken plus Grappled can really ruin a monsters day!

Prehensile Hair, Rime Spell, Enforcer, Bludgeoner, Final Embrace (constrict). Pump the hell out of your INT score and use Arcane Accuracy to never miss again!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Forget empower, we're rating the mythic version of the spell as it stands. It's crap!


3 people marked this as a favorite.
Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

To the Bard haters!

Play an Arcane Duelist - do it! I tell thee, just do it once!

Bards are AWESOME

/rant


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Umber Hulk, Carrion Crawler, Beholder and Counterspell (idiots).


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

So it's still crap. Unless you use metamagic where it becomes OK compared to the original.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Yeah its crap.

You could Houserule that images don't get removed unless the attack roll is within 2 of your AC instead of 5, or keep the 5 and give them displacement vs near misses, or change dazzled to blinded (possibly with a save) for 1 round with the original cap.


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Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

*opens stale popcorn*


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I took the feat Final Embrace, the WHW gets the +4 from grab.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Hexcrafter White Haired Witch can use INT for attacks and gains the grab ability. Using Arcane Accuracy will allow to to add that INT bonus again.
I have +36 at level 9 when buffed.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I'd add that I'd rather have a +1 weapon than a ring of sus and I'd want more CON.
Otherwise the build looks solid.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Or everyone roll a d6 and take the average each morning. You could make that a d4 or d3 if you fancy playing on hard mode!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Also remember that you can only have one spell that changes your size.


1 person marked this as a favorite.
Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

No.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels.

Heal/harm don't have damage dice.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Lesser Rod of Piercing Spell would do the trick for a +5 and only cost 3k.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Wow you have a Slumber Witch and you're concerned about a machine gun!

Seriously though, The close quarter fighting is easy to deal with as he'll not have lines of sight and Ogres with reach weapons will help out enormously - swap out ogre hooks for long spears.
The rural encounters are best adjusted via the previous suggestions - cover from trees/bushes/walls etc, stagger enemy arrival, invisibility, DR and grappling.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Red Hand of Doom

Twas my first experience as a player and I recently ran it with mythic rules for my players.

Great adventure!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Arcane Duelist (archer) Bard - Human
Master of Many Styles Monk - Aasimar
Hexcrafter/White Haired Witch -Half-Elf

25pt build.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

The missing core spells and feats books are good.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Agreed, The 3pp mythic material is very good.


1 person marked this as a favorite.
Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

He probably owns Ye Old Magic Shoppe.

He would be able to defend himself pretty well and afford to own a shop and trade.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I don't know the rest of your party makeup but you may be better served blending for resist energy as the Magus list is lacking in that department.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

All you need to hit is INT and arcane accuracy - giving you more spells/day is just gravy.

More INT - more arcane points - more arcane accuracy - more hitting!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I thought the fact that something was happening swiftly meant that it was too fast for others to react?

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