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Ramoska Arkminos

stuart haffenden's page

Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber. 2,225 posts (2,530 including aliases). 5 reviews. No lists. No wishlists. 6 aliases.


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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.


1 person marked this as a favorite.
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.


1 person marked this as a favorite.
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?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Is the whole move and attack at some point done as a swift action, meaning that none of it provokes AoO's? It is done as a swift action. Or is the activation swift and therefore the movement would provoke?

Swift actions don't normally provoke AoO's.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Awesome battle!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I'm using a Hexcrafter/WHW with grab and constrict to great effect, although arcane accuracy with an enormous INT bonus helps!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Check out the thread - Nervous about stating this AP - it has most things covered.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I'm playing a Hexcrafter/WHW and I'll be taking upgradable on my headband! 72k for a 144k item sounds like a bargain to me, obviously I don't use a weapon although I was very tempted to use my Amulet of Mighty Fists at first.

I'm using the spell-casting ability (note - you cast the spells which isn't the way intelligent items normally work) to gain access to stuff not on my spell list that will benefit from a higher caster level like Resist Energy and Barkskin.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Make Wild Arcana a standard action.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber
isaic16 wrote:

First thing is probably to determine what your group wants out of this campaign, and also where they fall on the 'tell a good story' vs 'have an interesting/challenging game' spectrum. My player was much more interested in the story, so we kept mythic as it was, and if anything the rocket tag made the endgame better because we were able to just skip straight to the story.

If it is important that you have a tactical game with risk and multi-round combat challenges, I think you're on the right track with some items you suggest. In addition, change power attack to match deadly aim, the other bonuses are just excessive. Remove or reduce the stat increases from mythic. Remove most or all of the 'bonus bonuses' that you get particularly from the grey garrison (or, like me, you can just assign the rewards, which allows you to give flavorful feats or stats, without necessarily boosting power over-much). If you're dropping fleet charge and wild arcana, make sure you kill inspired spell as well. Augmented Mythic Haste maybe should be nerfed for the same reason as Fleet Charge. Mythic Hex on a slumber witch is also very scary. Frankly, if you do all of that, you'll be taking care of a significant percent of the worst excesses of Mythic, in my opinion.

This.

The problems aren't that excessive and can easily be altered.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

A better option, imo, would be to half the number of tiers the PC's gain and maybe cut out the few mythic abilities that have been repeatedly highlighted on this forum.

Or

Cut out the problems and either make the stat increases +1 or make them have to be applied to different ability scores to avoid crazy-high damage/DC's/etc.

I think cutting the mythic rules completely would be a real shame because the 'problems' that have been pointed out are easily fixed and you could even tell your players that you may alter others if you feel, in game, that they are going to throw out the balance of the AP. Mythic rules, in general, are very good.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I always use a screen, and always have. My players trust me to be honest, however...

The screen allows me to...

Make an encounter more interesting.
Make a combat seem more epic and/or deadly.
Save a character's life.

I'd never use it to kill a player off though.

Edit.
Occasionally I do lift the screen to show rolls when I've had some crazy run of good or bad rolls.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Yes.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

white haired witch


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Sorry the bit about PFS didn't get processed so I think my build isn't going to fly as is but you can do something ever similar with a regular Magus.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I'm playing a Hexcrafter Magus with 2 levels of White Haired Witch.

This building is great for what you are looking for. Prehensile Hair arcana works brilliantly with the WHW and with enlarge person up you can spell-combat/spell-strike at 15ft. I've taken the debuffer options as in...
Rime Spell/Frostbite
Enforcer feat
Deadly Embrace
Bludgeoner

So after a frostbite I impose fatigue, entangle, shaken and grappled. With the reach you can, with Arcane Accuracy, start off with a Trip to add prone too!

Even without the trip the target is -7 to hit, -5AC,-9CMB and -6CMD plus they need to make 2 rolls to cast a spell. Then you Constrict them to further ruin their day. You'll be dealing 1d6 + INTx1.5 twice (constrict) plus 1d6 + CL in non-lethal cold damage all using your BAB+INT to hit.


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

Thoroughly enjoying the read as my group are about to reach 8-2 (I'm a player).

Keep it coming - you have a talent for making the story interesting, funny and entertaining.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Maybe add some builds with a detailed breakdown of what they'll do at 3 different levels, say 3rd, 7th and 12th.

Race options would be nice also. Include favoured class bonus info.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I'm in a group of 3 players running through this AP and were approaching the end of book 2.
We were given 25pt buy to compensate for not having a 4th player. So far the difficulty has been pretty good. This may be due to action economy because we're all building decent character although mine is a little left field.
I appreciate that most seem to think book 3 is where things get crazy - probably because you finally get to spend a lump sum of gold.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

If you make sure you're printed out everything you're using that you don't have a hard copy of you should be OK.
Our DM is happy as long as fringe material is passed by him and a copy of that stuff is printed out and viewable at the table.

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