Kill My Character!!! Part Deux: Electric Boogaloo


Advice


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So, yep.

For those of you who have joined me before, welcome back. Almost a year ago, I started this little mental exercise and introduced this character as a contender for The Beastmass. With the birth of my son, my schooling, work, etc., I haven't had a lot of time to devote to this. But, I promised that I would set up another thread someday and finally, that day has come.

Now, here's how this is gonna work. I have some new rules for the Beastmass that are super important for you to read (See the UPDATED RULES section, below). Also, I have given extensive breakdowns of the fights between The Witchborn and the Beastmass critters, and I truly feel that I have done everything in my power to be fair and unbiased. If you think that you have a better option for any of the Beasties, or if I made any mistakes on anything please feel free to let me know. I really do want to see how well he can stand up to the Beastmass critters. I only ask that you fully read the entries before posting.

As far as other builds taking on the Witchborn, I'm open to it, as long as they have successfully taken on the Beastmass before. Please link their attempt in your post. I'm sure there will be many that will absolutely trounce him, just as I'm sure there are others that will be beaten by him and those with whom it will come down to initiative. Either way, this is all in good fun, and definitely not a competition of any kind.

Ultimately the purpose of me posting this is to provide an extensive character that people can then use or emulate, or just base their own builds off of. Also, I love the backstory and the fluff of this character as well, and from a RP perspective, he is a blast to play. And of course, the purpose of all of this is to have fun. So sit back and enjoy.

The Witchborn
CG Male Elf Hexcrafter 19/Crossblooded Sorcerer (Orc/Blue Dragon) 1
1’ 6”, 25 lbs.

ATTRIBUTES:
20 Point-Buy
STR 11 (7 Base, -6 Age, +6 Nacreous Gray Sphere, -2 Size, +6 Belt)

DEX 37 (16 Base, +2 Race, -6 Age, +6 NGS, +8 Size, +6 Belt, +5 Wish)

CON 20 (14 Base, -2 Race, -6 Age, +6 NGS, +6 Belt, +2 Wish)

INT 39 (18 Base, +2 Race, +3 Age, +5 Level, +6 Headband, +5 Wish)

WIS 20 (7 Base, +3 Age, +6 Headband, +4 Wish)

CHA 16 (7 base, +3 Age, +6 Headband)


BUILD:
Traits and Drawbacks: Magical Lineage (Shocking Grasp); Fate’s Favored; Wayang Spell Hunter (Shocking Grasp); Pride

Build:
Feats are in Bold; Arcana are Italicized
1- Hexcrafter 1: Level 1 Spells; Arcane Pool; Cantrips; Spell Combat; Racial Feat: Run; Weapon Finesse

2- H2: Spellstrike

3- Sorcerer 1: Level 1 Sorcerer Spells; Bonus Feat: Eschew Materials; Intensify Spell

4- H3: +1 INT; Familiar (Greensting Scorpion), Familiar Feat: Alertness

5- H4: Level 2 Spells; Hex Arcana: Slumber; Heighten Spell

6- H5: Bonus Feat: Preferred Spell (Shocking Grasp)

7- H6: Hex Arcana: Flight; Bonus Arcana: Hex Arcana: Evil Eye; Leadership

8- H7: Level 3 Spells; +1 INT; Knowledge Pool; Medium Armor

9- H8: Improved Spell Combat; Empower Spell

10- H9: Arcane Deed: Flamboyant Arcana

11- H10: Level 4 Spells; Fighter Training; Extra Arcana: Hex Arcana: Ice Tomb

12- H11: +1 INT; Spell Recall; Elemental Spell (Acid)

13- H12: Devoted Blade; Bonus Arcana: Arcane Deed: Evasive; Quicken Spell

14- H13: Level 5 Spells; Heavy Armor

15- H14: Greater Spell Combat; Spell Perfection (Shocking Grasp)

16- H15: +1 INT; Reflection

17- H16: Level 6 Spells; Counterstrike; Maximize Spell

18- H17: Extra Arcana: Bane Blade

19- H18: Hex Arcana: Summon Spirit; Bonus Arcana: Hex Arcana: Eternal Slumber; Improved Initiative (In other builds, can also be Dazing Spell.)

20- H19: +1 INT; Greater Spell Access

Favored Class: Hexcrafter Magus. All Bonuses go to new Magus Arcana, except for +1 HP at Level 20.


BUILD NOTES:
Traits & Drawbacks: Every GM I’ve ever played with has let me take a drawback for an extra trait, which is perfectly within the rules, so, I allowed it.

Leadership: Even though leadership is allowed, I didn't feel it would accurately depict what The Witchborn could do in combat if there was someone fighting alongside him. So, I made his cohort and followers be crafters (also see the Summon Spirit section below). This is why he has 1/2 price items. It was either that, or some cheesy version of this. His cohort is a Level 18 Wizard (who I could have given this to, but I chose not to, to further avoid cheese).

Knowledge Pool: As outlined here, Knowledge Pool essentially means that, with time and effort, The Witchborn has any and all Magus Spells in his Spellbook.

Reflection: As an immediate action, The Witchborn can spend Arcane pool points up to the level of any spell or spell-like ability targeting him to immediately reflect it back at the caster at full force. Keep in mind that if he uses this during his opponent's turn, he can't use his next swift action.

Greater Spell Access: The Witchborn chose the following spells for GSA.
0- Touch of Fatigue, Mending
1- Touch of Gracelessness, Touch of Blindness
2- Resist Energy, Hideous Laughter
3- Call the Void, Greater Stunning Barrier
4- Calcific Touch, Enervation
5- Echolocation, Feeblemind
6- Contingency, Cold Ice Strike

Summon Spirit: Please refer to this in regards to Summon Spirit. Due to the natural GM fiat this ability usually calls for, I decided not to exploit it, as with it, The Witchborn could (with a little time and creativity) have any and all magic items, unlimited cohorts and followers, unlimited money, crafters, services, kingdoms, and essentially, unlimited power. That, and he could have up to 19 18HD incorporeal party members (of any build!) following him around (the “one task” as outlined by Greater Planar Ally could be to help him through the Beastmass). So, the only thing he has been using this for is summoning crafting spellcasters to aid his cohort/followers. If needs be, he will summon other spellcasters when not fighting to cast spells for him (such as restoration), as needed. I don’t feel this is unreasonable, as it severely limits the cheese factor of this ability.

As far as bargaining for their services, I just haven’t been convinced (and probably never will be) that ghosts need money or anything similar to it. And I’m not alone.

From a roleplaying perspective, The Witchborn uses this ability frequently just to have interesting humanoids to talk to/learn from/train with. Also, he feels it is a personal responsibility to use it to do good (helping resurrect children who died before their time, etc.).


BASIC INFORMATION:
Hit Points: 207

AC: 53 (10 Base, 8 Armor, 6 Shield, 2 Luck (Jingasa), 2 Size, 1 Dodge (when haste is active), 5 Deflection, 5 Natural, 13 Dex, 1 Ioun)

Touch AC: 34 (10 Base, 2 Luck, 2 Size, 1 Dodge, 5 Deflection, 13 Dex, 1 Ioun)

Flat-Footed AC: Can't be caught Flat-footed

Initiative: +29 (+33 if weapon is drawn) (13 Dex, 4 Familiar, 4 Improved Initiative, 2 Fleet, 2 Luck, 4 Ioun (+4 Dueling if weapon is already drawn))

Caster Level Checks: +25 (20 Level, 4 Kimono, 1 Orange Prism Ioun stone)

Concentration: +47 (21 CL, 14 Int, 2 Circumstance (Improved Spell Combat), 4 Kimono, 2 Luck, 4 Ioun)

Vs. Spell Resistance: +33 (21 CL, 4 Kimono, 2 Race, 2 Luck, 4 Ioun)

Hex DC: 34 (10 Base, 10 (1/2 Level), 14 Int)

Spell DC: 24 (0)-30 (6) (10 Base, 14 Int, +Spell Level)

Fort Save: +27 (+29) (11 Base, 5 Ability, 5 Kimono, 2 Luck, 4 Ioun) (+2 Dragonbane Divination Sticks)

Reflex Save: +31 (+33) (6 Base, 13 Ability, 5 Kimono, 1 Dodge, 2 Luck, 4 Ioun) (+2 DDS)

Will Save: +27 (+29) (13 Base, 5 Ability, 5 Kimono, 2 Luck, 4 Ioun, -2 Crossblooded) (+2 DDS)

CMB: +18 (14 BAB, -2 Size, 2 Luck, 4 Ioun)

CMD: 47 (10 Base, 14 BAB, -2 Size, 13 Dex, 2 Luck, 4 Ioun, 5 Deflection, 1 Dodge)

Arcane Pool: 23 (9 1/2 Magus level, 14 Int)

To Hit: (Assuming his Scabbard of Vigor bonus will always be +3 for 3 rounds) +41 (+44 with Shocking Grasp if the enemy is wearing or holding metal) (14 BAB, 5 Enhancement (+3 Scabbard, +2 Bane), 2 Luck, 4 Ioun, 2 Size, 13 Dex, 1 Haste). Full Attack: 39 (42)/39 (42)/39/39/34/29= Quickened Spellstrike (If wearing or holding Metal)/Spellstrike (Same)/Haste/3 Base Attacks, all at a -2 for Spell Combat.

Damage: See the various fight sections below for stats on damage.

Speed: Base 30 ft, Fly 40, Climb 30, Swim 30 (With Haste +30)

Languages: Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Dark Folk, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Kelish, Necril, Orc, Osiriani, Polyglot, Skald, Sylvan, Tengu, Terran, Thassilonian, Tien, Undercommon, Varisian, Vudrani, Wayang; Tongues (Cast by Cohort).


SKILLS:
All of the following reflect the +6 from the Ioun stones and Luckstone.

Acrobatics 29

Appraise 28

Bluff 17

Climb 14

Craft 28

Diplomacy 16

Disable Device 24

Disguise 14

Escape Artist 39

Fly 42

Handle Animal 19

Heal 12

Intimidate 32

Knowledge (Arcana) 33

Knowledge (Dungeoneering) 33

Knowledge (Engineering) 30

Knowledge (Geography) 30

Knowledge (History) 30

Knowledge (Local) 30

Knowledge (Nature) 30

Knowledge (Nobility) 30

Knowledge (Planes) 33

Knowledge (Religion) 30

Linguistics 40

Perception 40

Perform 11

Profession 15

Ride 24

Sense Motive 35

Sleight of Hand 24

Spellcraft 43

Stealth 39

Survival 15

Swim 14

Use Magic Device 32


SPECIAL QUALITIES AND IMMUNITIES:
Immune to Sleep and Flanking.

Freedom of Movement, Evasion, Uncanny Dodge, Improved Uncanny Dodge

Blindsight 40 ft. (via Echolocation Spell), Darkvision 60 ft., Low-light Vision, True Seeing (when he casts the spell on himself), Permanent See Invisibility, Permanent Arcane Sight

Negates 1st Critical Hit or Sneak attack rolled against him 1/day

Maze 1/day

+2 Vs. Enchantment

+2 Disarm, +2 Feint, +2 vs. disarm, +2 CMB vs. feint

Rolls twice vs. Evil mind-affecting effects

Doesn’t need to eat, drink, or breathe. Can survive underwater pressure and in a vacuum

Under constant effects of the Endure Elements spell

Constant 20% miss chance (via Blur Spell)

Resist Acid, Cold, Electricity, Fire, Sonic 30

SR 31


BASIC INFORMATION NOTES:
Courageous Weapon Bonus: The Witchborn has the Courageous property on his rapier. Since the weapon’s enhancement bonus is almost constantly +5, I have factored the extra +2 into the calculations for the Flawed Pale Green Prism Ioun Stone.

Spell Resistance: His Spell Resistance comes from the spell Ward Shield.


WEALTH AND ITEMS:
The Witchborn pays ½ price for items. See Leadership and Summon Spirit sections under Build Notes.

The Hexblade: 33500

Masterwork Backpack: 50

Bracers of Armor +8 32000: +8 Armor bonus to AC

Jingasa of The Fortunate Soldier 2500: +1 Luck bonus to AC; 1/day immediate action to negate crit or sneak attack

Wayfinder: 250

Clear Spindle Ioun Stone (Implanted) 2000: Sustains creature without food or water

Orange Prism Ioun Stone (Implanted) 15000: +1 Caster Level

Flawed Pale Green Prism Ioun stone (Implanted) 14000: +1 morale bonus on attack rolls, saves, skill checks, and ability checks

Pale Green Prism Ioun stone (Implanted) 15000: +1 competence bonus on attack rolls, saves, skill checks, and ability checks

Iridescent Spindle (In Wayfinder) 9000: Sustains creature without air; In Wayfinder: Endure Elements, as the spell, protection vs. vacuum and underwater pressure

Cracked Dusty Rose Prism (Implanted) 500: +1 competence bonus to initiative

Dusty Rose Prism (Implanted) 2500: +1 Insight Bonus to AC

Western Star Ioun Stone (Implanted) 2000: Standard Action Disguise Self

Ring of Deflection +5 25000: +5 Deflection bonus to AC

Ring of Freedom of Movement 20000: Grants Freedom of Movement

Amulet of Natural Armor +5 25000: +5 Natural Armor Bonus

Headband of Mental Superiority +6 77000: +6 Enhancement bonus to all Mental Stats

Belt of Physical Perfection +6 77000: +6 Enhancement Bonus to all Physical stats

Otherworldly Kimono 38000: (+5 Resistance Bonus on Saves) +4 on CL checks, 1/day Maze (no save) (Increases Saves and CL check +2)

Luckstone 10000: +1 luck bonus on saving throws, ability checks, and skill checks

Dragonbane Divination Sticks 6400: +3 luck bonus on one type of saving throw (Fortitude, Reflex, or Will), determined randomly each day.

Boots of Speed 6000: 10 rounds of Haste/day (free action)

Nacreous Gray Sphere 5000: Negates Aging penalties

Wyroot club (3 life points): 2000

Scabbard of Vigor*6 5400

Scroll of Aroden's Spellbane *2 5825

Spell-Storing Buckler +5 18005

Wand of Infernal Healing 188

*Set aside for True Seeing Spell* 2000

*Set aside for Stoneskin Spell* 3000

*Set aside for Contingency Spell* 6000

Permanent See Invisibility 5000

Permanent Telepathic Bond (With Cohort) 12500

+5 Wish (Dex) 125000

+5 Wish (Int) 125000

+4 Wish (Wis) 100000

+2 Wish (Con) 50000

Total: 867,618gp


WEALTH AND ITEM NOTES:
The Hexblade: The Witchborn has a +1 Dueling Impervious Agile Vicious Spell-Storing Courageous Rapier. He stores it in one of his six Scabbards of Vigor, which he always uses to give the weapon a +3 bonus (overlaps the +1). He also uses his Arcane Pool to enchant it with Keen, along with the Devoted and Bane Blade Arcanas, as needed.

Wyroot Weapon: He has a non-magical Wyroot club that can hold 3 life points. He uses this weapon to regain Arcane Pool Points after a battle. For any who say that the coup-de-grace would only negate the extra damage from a critical, and not the whole attack, I refer once again to this, and would ask them to ponder what the word ‘unharmed’ means. Because of the Eternal Slumber hex, he has the unconscious body of a rat in his backpack at all times.

Dragonbane Divination Sticks: The parentheses notated after the Saves in the Basic Information section above show what the individual saves would be if the bonus were to fall on them. Only one save will benefit from the Dragonbane Divination Sticks any given day. I will roll a d3 for each three-encounter period of The Beastmass. Also, because of the Fate's Favored trait, instead of +3, it will grant him a +4. This +4 overlaps (does not stack with) the +2 from his luckstone.

Spell-Storing Weapon: Please refer to this in regards to spell-storing and Spell Perfection. Also, I'm treating spell-storing weapons as not needing to roll an attack, but also never being able to score a critical hit. Spell stored changes based on encounter.

Spell-Storing Buckler: Spell stored changes based on encounter. Also, when The Witchborn casts a spell, he loses his shield bonus to AC for one round.

Otherworldly Kimono: Using the Item creation rules, I bumped up the resistance bonus to saves from +4 to +5.

Wishes: The Witchborn used his Summon Spirit ability (see Build Notes section, above) to get his wishes.


SPELLCASTING:
0 (5 Slots, DC 24)-Brand (Hexcrafter Archetype), Read Magic, Prestidigitation, Touch of Fatigue (Greater Spell Access), Spark

1 (9 Slots, DC 25)-True Strike*2, Touch of Gracelessness (GSA), Protection from Evil, Frostbite*2, Snowball, Chill Touch*2

2 (9 Slots, DC 26)-Frigid Touch*3, Bladed Dash, Invisibility, Mirror Image, Resist Energy*2 (GSA), Blur

3 (8 Slots, DC 27)-Ray of Exhaustion, Force Hook Charge, Vampiric Touch, Displacement, Call The Void (GSA), Dispel Magic, Bestow Curse (Hexcrafter Archetype), Greater Stunning Barrier (GSA)

4 (8 Slots, DC 28)-Dimension Door*2, Shield Ward, Enervation (GSA), Calcific Touch*2 (GSA), Stoneskin, Greater Invisibility

5 (8 Slots, DC 29)-Overland Flight, Teleport, Wall of Stone, Echolocation (GSA), Dimensional Blade (Swift Action Touch attacks), Feeblemind*2(GSA), Baleful Polymorph

6 (7 Slots, DC 30)-Beast Shape IV, Dispel Magic (Greater), Disintegrate, Contingency (GSA), Major Curse (Hexcrafter Archetype)*3


SPELLCASTING NOTES:
As a rule, The Witchborn spends at least 5 minutes between encounters refreshing his spells and Arcane Pool using Spell Recall and his Wyroot weapon.

Because of Knowledge Pool, he has all Magus spells available to him.

Because of Preferred Spell, his Shocking Grasps are all Spontaneous.

He is constantly using Beast Shape IV (assuming the form of a Coral Capuchin).

He is also constantly under the effects of: Tongues (Cast by Cohort), Mirror Image (8 images: 2 average, 6 level), Blur, Disguise Self (ironically, to look like himself again; through Western Star Ioun Stone), Permanent See Invisibility, Permanent Telepathic Bond (With Cohort), Read Magic, Resist Energy (30, All), Endure Elements (through Iridescent Spindle Ioun stone resonant power), Invisibility, Protection from Evil, Echolocation, and Overland Flight. He does this by casting these spells on himself before or directly after they fade away, then using Spell Recall to get them back and using his Wyroot club to regain Arcane Pool points. All of these spells have a duration of at least 1 min/level.

Before Combat, if he gets a chance to buff himself, and as-needed, he will cast Greater Invisibility, Displacement, Greater Stunning Barrier, True Sight, and Stoneskin on himself.

Originally, I created The Witchborn to take on the Bestiary CR 1/8-->CR 30. Then, I decided to put him through this Beastmass first, then I decided to put him through Shasf’s Updated Beastmass Challenge, solo. As such, many of his tactics and abilities, including most of his spellcasting and many of his items might seem unnecessary.


UPDATED RULES!!! SUPER IMPORTANT!!! MUST READ!!!:
I will be using a variant of the original Beastmass dice-rolling rules. The d20 rules will be the same, except for the following changes. Instead of a cumulative 60% for a critical, it will become 100%. Also, there will no longer be automatic critical hits upon reaching 100%, but will instead be a critical threat. In order to actually score a critical hit, all combatants would have to be able to hit the AC of their opponent with the roll and the modifiers that allowed the critical hit.

For example, The Witchborn full-attacks at 39/39/39/39/34/29, and with his keen rapier, he threatens roughly a 30% critical hit chance. Following the 10-11-9; 10-9-11 roll scheme, his fourth attack (the first of his straight BAB attacks) would threaten a critical hit with a roll of 10+39=49. If 49 doesn’t hit the AC of his opponent, then he has not confirmed a critical hit.

I think this more accurately depicts how combat really works, as any time a critical threat is rolled, at least the attack hits, regardless of AC and the critical confirmation roll. This will allow the Beasties to be a little more dangerous as well, as I'm not sure that Porpentine knew what he was actually doing when he said this:

Porpentine wrote:
Fight Rules : no one flees for good - the pride of monkdom and the Bestiary are at stake. Single d20s always result in 10, multiple d20s (like full attacks) go 10-11-9, 10-9-11, and repeat. Threats kick in when the percentages from hits (not misses) build up to 60% within or over rounds (eg. 12 basic /20x2 hits would offer one threat and confirmation). Strictly mathematically speaking, multiple 20x2 threats don’t produce exact 5% threat chances, apparently, but for a game guide I reckon a flat 5% per pip will do. If there’s a decisive close call I’ll flag it. Rough but simple...

Emphasis mine.

What this did was disallowed the Beastmass Monsters to hit any AC over a certain number, even with critical hits. So, for anyone to be safe from critical hits during The Beastmass, all they would have to do is have a high enough AC, which One had. But I digress.

Also, critical threat chances are cumulative over the course of the encounters. If, for example, The Gold Dragon gets the critical percentage up to 40%, this number carries over to the fight with the Solar, and the Solar begins the fight with a 40% critical threat build-up. The same goes for the Witchborn.

These percentages will not be known by either competing party, nor will they be factored into the analyses made by each of the intelligent beings in either party of their opponents’ strengths and weaknesses.

As for other dice rolls, they will take average rolls, then move slowly outwards. For example, if a d8 is required, the rolls will go like this: 4, 5, 3, 6, 2, 7, 1, 8. d% will be treated as a d10.

Damage rolls will be average.

*A note about Surprise Rounds. I will do my best to give The Beasties surprise rounds. By the rules, they shouldn’t have any, as The Witchborn’s perception is really high (that, and he’s almost twice as intelligent as the brainiest of them) but I don’t want this to come down to initiative, so I’ll do my best.


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A JOURNEY BEGUN (Optional reading):
**The following is pure writefaggotry and isn't at all required reading**.

This night within the Seven Stars Tavern is a fairly peaceful one, all things considered. Only two fights, and neither of them deadly. Not a bad record. Usually, by this time in the evening, the mortician would have made one or two stops already at the bar, to pick up a pint of his favorite spiced apple rum, and to collect any deceased. It is because of the calmness of the night that The Ghostkiller chooses this time to arrive.

A monk steps into the loud tavern, a bow at his back, never far from reach. His searching eyes scan the room as all heads turn to look at him. Whispers follow him as his eyes rest on a door at the far end of the room. He moves over to it with unnatural speed and the bartender runs to meet him there.

“M’Lord?” The greasy man squeaks out.

“Open the door,” the monk says, patiently. The bartender wrings his hands on his mottled apron and says, “Begging your pardon, M'Lord, but he don’t like to be disturbed…” “That is why I’m here.” The monk sends a stern look at the bartender, who drops back and begins fumbling with a set of keys. At last, he chooses one and places it into the keyhole. With a turn of the key, the lock clicks, and the door creaks open. “Lock it behind me,” the monk commands as he steps into the dark room. The bartender doesn’t have to be told twice.

The sounds from the tavern fade as the door closes behind him. The monk walks confidently into the room. Darkness has never bothered him, and being alone is something that he actually enjoys. Only…he’s not alone. Almost supernaturally, he seems to sense the presence of another in the room. However, this other presence knows he’s there as well, and just as the lock on the door clicks shut, a long, thin blade is drawn from a sheath, and a crackling blue-yellow energy envelops it. The Monk doesn’t reach for his bow, however. He had expected something like this to happen, and he isn’t here to fight. The sword casts a pale light on the face of a disheveled, heavily-tattooed, dirty-looking Elf who seems to be looking through him, not at him.

The two figures study each other for a moment. “Witchborn,” the monk suddenly says. “My Lord Ghostslayer...or do you prefer, ‘One’?” The elf replies.

This is something the monk isn’t prepared for. Not very many know him by his real name anymore, especially not this far away from the Throne. He shrugs this off, however, and says, “So you’re the one I’ve heard about. Is it true you killed Zalastia?”

“No, that wasn’t me,” the elf replies quickly. “I’m just a tavern drunk.”

“A tavern drunk with a Red Dragon’s hoard of treasure hidden in the cave beneath the river?”

It is the Elf’s turn to be surprised. He had assumed that he had been discreet; that none but him had known of his fight with the ancient evil, let alone saw where he had hid the treasure. He recovers quickly, however.

“Is that what you’re here for?” The Witchborn asks. “Because if it is, I really worry for the financial security of the Nine Kingdoms.”

“No, that’s not why I’m here,” the monk says, sitting down cross-legged on a filthy chair nearby.

The Witchborn pauses, and his blue eyes narrow. “Then, you must forgive me, oh very ‘Enlightened One’. I wasn’t expecting guests.”

One’s jaw clenches, then he says, “No, you must forgive me. I invited myself.”

The elf smiles slightly at this, cautiously taking a seat opposite the monk. “Then why are you here, your Majesty? What is a King doing among thieves...?” The monk looks around, then grabs a bottle sitting on the table and pushes it towards The Witchborn. As The Witchborn takes it and puts it to his lips, the monk says, “I’m here, because not everything is ‘happily ever after’ as the stories say. My reign is at an end. I was never meant to be made a king…No one who was left on the doorstep of a Monastery as an infant was ever born for such...pomp.” The monk shakes his head, and The Witchborn believes he sees a true sadness behind the monk’s tired eyes. “I need to be free to continue my life...my life...the way I always wanted it to be. I want to wander again. I want to be free to explore...free to help those around me...away from courts and governors and proud men who masquerade as things...that they are not. Such a life is false. And such a life is not mine...”

The monk trails off. “But you haven’t answered my question,” the elf states, his eyes once again narrowing as they peer over the edge of the bottle. “Why are you here?”

One smiles as his eyes turn back to the elf and he says, “Because you’re going to help me.” The Witchborn actually chuckles slightly at this, then says, “No, I don’t think so.”

“Why not?” the monk asks, patiently.

“Why would I?” the elf replies quickly. “I have everything I could ever want, so there’s nothing you can give me. I don’t want to be King, if that’s what you’re offering. And, I don’t need protection, in case you were wondering.”

“That’s not what I hear...” One replies. The elf snickers, once again raising the bottle to his lips, and says, “If you’re talking about the Behemoth, I took care of-”

“I was talking about your mother...” The monk says.

The elf pauses mid-gulp. How did he know about her? What else did he know? Did he know that he was raised by an evil witch? Did he know that she was hunting him? Did he know that every day he was running from the curse that she had placed on him as a boy?

“How did you-?” The Witchborn begins, but he’s cut off by One. “I would be a very poor ruler if I didn’t know of any potential threats within my kingdom.” There’s a potent silence, then The Witchborn pulls back his long, dark, disheveled hair from his face. One notices several long scars and part of a very detailed tattoo of a dragon just beneath his collar. “What do you want from me?” The elf asks, seriously. The monk replies with a question, “Do you know how I became King?”

“I know the rumors…that you slew several mighty beasts…” The monk is silent. The elf sits up, intrigued. “There’s no way that’s true, though…” The monk looks at the ground, humbly. “No…”the Witchborn begins. “No there’s no way…No one could do that…” One once again looks up at the elf and says, “You’re right. No one could do that. I was put through the test…by the Gods themselves.”

The elf laughs heartily, something that he hasn’t done in many years. “The Gods? What do they have to do with us? They don’t care about us…”

“Just because you choose not to see the influence of a God in your life doesn’t mean it isn’t there,” the monk instructs. “And just because you believe something is impossible doesn’t mean it is. I was chosen to overcome The Beastmass. The reasons why still evade me to this day, but still, I know they’re there. And believe me, with the Gods’ help, I did it. And you can, too.”

The Witchborn is silent for a long while before he finally asks, “How does this help you?”

“If the people know that there are others like me; others like them; that can stand defiant against overwhelming opposition, then perhaps they won’t have need for a ‘savior’ to constantly hold their hands and protect them. That is why I need you to complete The Beastmass.”

“No,” The Witchborn blurts out. “No, I don’t think so. Your problems are your own.” The elf rises to his feet and continues, “Thank you for the lovely evening, your Majesty, but I believe it’s time for you to leave.”

He begins to make for the door, but the monk says, “If you do this, then I can help remove your curse from you...and your sister...”

For the very first time, The Witchborn's mouth falls open in shock. No one knew about his sister...no one. They had even fooled their mother into thinking she was dead. And a sliver of fear begins to wedge itself into his heart-something that hasn't happened since he was a boy...

He turns around, an incomprehensible look on his face. He shakes his head slowly and says, "You can't remove the curse. No one but my mother can do that...” The monk rises to his feet and moves beside him. He’s surprisingly short, for a King. One places a hand on The Witchborn’s shoulder and says, “Oh my friend...if only you knew...”

Suddenly, a bright, shining orb appears in the room, and an unearthly peace and calm seems to pierce The Witchborn’s heart. The light grows brighter and brighter, until suddenly, it materializes into the form of a young woman, clad in golden mail. Her eyes shine like the mid-day sun and her long white hair flows like flames around her. Her features are reminiscent of both a human woman and a Gold Dragon, as if her being is so powerful it can be perceived in many ways. Her soft, happy eyes turn on One, and he bows slightly. She nods to him, then turns her gaze to The Witchborn. He takes a step back, truly in awe of such a magnificent being, and he knows that he is in the presence of the servant of a diety.

“Witchborn,” the woman begins, with a voice like rolling thunder, yet soft and fair as a summer breeze. “I am called Peace through Vigilence. I am the Voice of the The Inheritor, my Mistress Iomedae. It is her will that you undertake the Trial of the Beastmass, and it is your fate that you will succeed. Go, and do not fear. The Light of The Sword will be watching over you.” And then, just as quickly as she arrived, she disappears.


THE TRIAL OF THE BEASTMASS:
Before the Beastmass, The Witchborn spends weeks talking with the ancient Monk, One, asking him questions about the Trial of the Beastmass, where the various encounters took place and what the results were. Finally, the day of the Beastmass arrives, and One takes him to the bank of a large, powerful river and gives him some last-minute pieces of advice. The Witchborn prepares his spells and casts them on himself. His Cohort casts any spells mentioned in the Spellcasting Notes section above. He takes 5 minutes or so to get back his spells and replenish his Arcane Pool. He’s ready.

DAY ONE, DAWN: THE BLOB:
"Good luck," the itchy Monk says as he flies away on his broom. The Witchborn nods as he squints into the bright light of the morning sun. He's alone, standing on the bank of a strong, powerful river, and he decides to study his spellbook as he waits for the first trial to begin. He ponders why he can't seem to remember why he forgets spells every time he casts them. A feeling of peace and overwhelming tiredness washes over him, and his eyes begin to close...

He wakes up to the sting of cold salt water enveloping him. He's treading water amidst large swells on the ocean! On a normal day, he would find this place very peaceful and serene, and would likely summon the spirit of a Merfolk to talk to as he glides in and out of the water. But today is no ordinary day, so he flies down to 10 ft below the water and looks around, but sees nothing but blackness beneath him. But then, the blackness seems to shudder slightly, and The Witchborn realizes with a gasp that this must be the Shoggoth! The titanic ooze lurches forward, and he realizes that the Beastmass has begun.

They are 90 ft. apart. They both ignore the cover, through blindsight and tremorsense, respectively. The Shoggoth will get a surprise round. He starts babbling incoherently as part of his maddening cacophony as a free action and moves forward 50 ft. The Witchborn passes his Will Save against the Maddening Cacophony (on a 2), then wins initiative, and the fight begins. For his move action, he withdraws the Hexblade from his first Scabbard of Vigor, giving it a +3 for 3 rounds. He uses his Arcane Pool ability to enchant the Hexblade with the Keen and Bane (Oozes) weapon properties (a swift action), and adds in an extra +3 Enhancement, just for good measure. Then, with his standard action, he hits the ooze with a Major Curse (which easily beats its SR), and the Shoggoth fails its save and has a -6 to its Con, bringing its virtual health to 264 and its Fort save to +16. Shoggoth’s turn. It tramples, hoping to engulf the Witchborn, but he elects to make a reflex save, which he easily passes and evades the damage completely. He is now beside the Shoggoth.

Back to the Witchborn. As a swift action, he defensively casts an Intensified Empowered ((Quickened) due to Spell Perfection)) Shocking Grasp and spellstrikes (30%) with it. He hits and does 1d3 Rapier+2d6 Vicious+2d6 Bane+21+(15d6+45(-20 Energy resist) Shocking Grasp)=Average Rolls=2+6+7+21+45+45-20=106 damage, with 3 damage to himself via Vicious. Then, as a free action, he releases the stored spell within his weapon, an Intensified Empowered (Maximized) Shocking Grasp which does 115 damage after energy resist. Then, using Spell Combat, he defensively casts an Intensified Empowered (Maximized) Shocking Grasp and spellstrikes (60%) with it for 151 damage, with 4 damage to himself. Total=372 damage, and the Witchborn watches as the massive black slime sinks into the depths of the ocean. Then, pulling out a small dagger, he carves out a small insignia on his palm: a rune in Aklo meaning Madness. The Witchborn uses a charge from his wand of Infernal Healing, then refreshes his spells once again, making sure to place an Intensified Empowered Elemental (Maximized) Shocking Grasp (Level 3 slot) into his Spell Storing weapon, then passes out.


SHOGGOTH FIGHT NOTES:
Surprisingly, this fight, more than some of the others, actually neuters The Witchborn quite a bit. He can’t use his Slumber, Ice Tomb or Eternal Slumber hexes, nor can he use the Devoted Blade arcana or any of the extra elemental damage weapon enchants.

DAY ONE, MORNING: THE DEMON’S IN THE DETAILS:
The Witchborn wakes up in a dark, candle-lit cave, just as One said he would. He's not sure when the trial will begin, so he once again refreshes his spells. Not long thereafter, however, the hair on the back of his neck begins to rise and feelings of dark entropy and hatred begin to burrow their way into him. Then, with the agonized screams of countless damned souls, a fountain of boiling blood erupts from the ground, and the Balor appears…10 ft. behind him! The Witchborn evades the boiling blood, as well as makes his save against the Balor’s Unholy Aura, but the Demon still has a surprise round, so we’ll run that.

The Balor knows it doesn’t have much to work with. The Witchborn can’t be caught flat-footed, and his AC is high enough that The Balor’s attack would miss. (Again, no one knows about the critical threat build-up). What he would need is a vorpal strike, but he knows he can't rely on sheer chance to beat him. Still, any attack provides at least a small chance of success, or even a critical hit. A critical hit that he desperately needs, as it might allow him to use Power Word Stun. But if it doesn't work...Either way, he will consider this as a begrudging back-up plan.

The Witchborn’s CMD is too high to pull off any type of combat maneuver, even a sunder vs his gear. Quickened Telekinesis wouldn't even be able to grab anything.

And speaking of his Spell-like's...

The Balor knows he has nothing reliable that will touch The Witchborn. The frustratingly impregnable elf will easily pass anything that allows a save, and any spell targeting him (or his gear, as they are attended objects) he can send back at the Balor with his Reflection Arcana. Not even Greater Dispel Magic would work, even as an area dispel, as it wouldn’t target his objects, and The Witchborn has a higher CL than he does. Also, he can’t summon his Vrolikai until his next turn, as the summon would take a full round, and he only has a standard or move action.

He could Greater Teleport away and maybe get some backup or some other gear, but this would allow the Witchborn time to summon his Cohort (who he knows is linked telepathically to the Witchborn) to further buff him. Also, with very little time and effort, The Witchborn could summon the spirit of a Bard, or a Cleric or some other spellcaster, or up to 19(!) of them, who could cast empowering and buffing spells on him. The Balor would be caught in an arms race that he knows he wouldn’t win.

Literally the Demon only has one option. He tries to attack The Witchborn (10%), hoping for a Vorpal strike. It doesn’t happen, however, which The Demon was kind of expecting, anyway. Next round, if he makes it that far, He will probably try for a summon.

The Surprise Round ends, and The Witchborn wins initiative.

The Witchborn is already in the Balor’s reach, so there’s an issue there, but being an intelligent person (and having talked personally with some of the greatest tactical minds in the history of Golarion), he has mapped out nearly every possible outcome of this fight, and he knows that it will be over quickly. Since he is still under the effects of Overland Flight, he can still fly around, so, he clicks his heels together (free action) to trigger Haste. Then, using his move action, he withdraws the Hexblade from his second Scabbard of Vigor, giving it a +3 for 3 rounds while simultaneously moving 15 ft forward and 15 feet up to be directly above the Demon. The Balor’s AoO misses (20%). Using his swift action, The Witchborn enchants his blade with the Keen, Bane (Outsider, Demon), and Holy properties, along with an extra +1 for good measure. Then, he uses his standard action to defensively cast an Intensified Empowered Elemental (Maximized) (Level 3) Shocking Grasp, which he then spellstrikes (90%) with (overcoming his SR) for 2 (rapier)+6 (Vicious)+7 (Bane)+ 6 (Holy)+19 (dex and other back-end damage)+(135 (SG)-10 (Acid resist))=165 damage, plus 3 to himself. Then, he lets loose his stored spell, which does another 125 damage. Total 290 damage.

Balor’s turn. As much as it loathes the idea of losing, he hates even more losing without getting to cheat even once! But there’s not much he can do. It’s good that The Witchborn stayed within his Melee range, because now he can get a full-attack against him, and the possibility of a Vorpal strike. But at the same time, if he doesn’t get that, then it’s over. And worse than that, it would be fair! He could stick with his plan to summon the Vrolikai, but then he can’t take any other actions, and again, the Vrolikai wouldn’t even get a chance to act. So, The Balor does what it feels is best. It takes a 5-foot step away from The Witchborn and full-round attacks (75%). None of its attacks hit, let alone score a critical (even with The Witchborn losing his Shield Bonus for the round), so with its swift action, (and all of the rage it can muster) it uses Quickened Telekinesis to throw rocks and debris into the air to create 20% concealment, even though it knows the Witchborn has Echolocation active. The Witchborn’s turn. The Witchborn takes a 5-foot step forward and defensively casts an Intensified Empowered Elemental (Maximized) (Level 3) Shocking Grasp and Spellstrikes (100%, 20%) with it, which is a critical threat. 39+10=49 which hits the Balor’s AC, which means it is a confirmed critical. He does 4+14+12+14+38+260=342 damage, Total 632 damage, with another 4 damage to himself.

With the foulest of curses on his lips, The Balor explodes in a flash of unholy fire and viscera, but the Witchborn evades his death throes and walks away unharmed. End of Fight.

Before he passes out again, The Witchborn once again refreshes all of his spells, gets them back, then takes out his dagger again and carves a letter in Abyssal meaning Hate into his palm. Then, he uses another charge from his Infernal Healing wand and loses consciousness.


DAY ONE, DUSK: THE DEVIL WENT DOWN TO GOLARION:
The Witchborn wakes up in a slightly different cave. He recognizes it from One’s description, and he knows that he will soon be face-to-face with the champion of the Legions of Hell. Being a smart person, and knowing everything he knows about The Pit Fiend, he knows that this fight is over the moment he gets to cast a hex. As such, he casts Invisibility on himself and readies a Slumber Hex for when the Pit Fiend appears. Sure enough, within a few minutes, the candles in the room begin to flicker madly, even though there is no wind. Then, at the crescendo of the candles’ wild dance, the flames wink out, and there is blackness. Then, with a burst of light and heat, a fiery portal opens up before The Witchborn, and the Devil steps out. The candles reignite, but this time with a wicked violet glow, and the battle commences.

The Witchborn has positioned himself directly in the center of the room, 10 feet above the ground, and as such, is only 20 feet away from the Devil as he steps through the Portal. He doesn’t even wait a moment, and the Hex goes off. The Devil immediately falls unconscious for 19 rounds. The Witchborn then moves over to him and, making a touch attack (25%), uses his Eternal Slumber Hex, to ensure that the Pit Fiend will never awaken. The Witchborn uses the Pit Fiend’s unconscious body to get all of his spells back and refill his Arcane Pool Points, then calls for his Cohort to come take away the unconscious Devil to ensure that it will never be destroyed or set free. He places an Intensified Empowered (Maximized) Shocking Grasp (Level 2) into his Hexblade, refreshes all of his spells, gets them back, then carves a small rune into his palm, forming a half-circle with the others. It is the symbol for Sin, in Infernal. He then he passes out.


PIT FIEND FIGHT NOTES:
I wanted to give the Pit Fiend a surprise round, just like how I want to give every one of the Beastmass critters a surprise round, but The Witchborn was just too smart for him. He knew that this was the designated battleground, and he knew that, sooner or later, The Pit Fiend would show up, and he knew just how to end him. Though he is usually loathe to use his hexes (he considers them a tainted gift from his evil witch-mother and I personally consider them a cop-out here, to some extent), he knew that he could end the fight, and the smart thing to do would be to not give the Pit Fiend any mercy or chance of action. If the Witchborn hadn’t been as smart, I probably would have had him use one of his scrolls of Spellbane to Bane Antimagic Field.

DAY ONE, NIGHT: A TALE OF TWO-HEADED DRAGONS:
The night is dark and bitter cold, but The Witchborn is alert. He knows the Tarn Linnorm will be appearing soon, and he wants to be ready. One said it would come from the water, so he waits at the bank of the cold mountain lake, though he himself is quite comfortable there. He knows he wants nothing to do with the Linnorm, and hopes to destroy it as soon as possible, so, he re-casts all of his spells on himself and readies a move action to move up to the Dragon (while pulling out his sword) at the moment he first sees it. Then, he hears a monumental roar, then another, then another. Then, with a jolt, he realizes that the roars are coming from above him! Swooping down at an alarming rate is the massive, two-headed, midnight-black dragon, who was flying just beyond The Witchborn's sight, who is now diving at him, both mouths open, a sickly violet acid frothing and bubbling there.

The Witchborn clicks his heels together (free action) then flies to meet the Dragon in the air, while withdrawing his sword (move action), making it a +3 for 3 rounds. He is now right beside the Beast. The Linnorm swipes viciously at him, attempting to initiate a grapple! After all, this has worked on countless other puny victims before…so why not this tiny elf, who isn’t even as big as his pinky claw. But the Dragon is suddenly confused, as the tiny elf doesn’t seem to be able to be grappled at all! Initiative. The Witchborn goes first again, and knowing that he doesn't want any part of this Dragon, he springs into action. He is right beside the Linnorm, now, so he spends a swift action to give the Hexblade the Keen, Holy, Shock, and Bane (Dragons) properties (Swift action), then full-attacks the creature using Spell Combat. He defensively casts an Intensified Empowered (Maximized) Shocking Grasp (Level 2 spell), beats the Linnorm’s SR, then spellstrikes with it (55%), doing 2 (rapier)+6 (Vicious)+7 (Bane)+6 (Holy)+3 (Shock)+18 (Dex and Back-end)+ 135=177. Then, as a free action, he releases his stored spell (Intensified Empowered (Maximized) Shocking Grasp (Level 2)) for another 135 damage. Total 312. Then, he uses his first attack from Haste (85%) and does another 2+7+6+7+3+18=43. Total 355. Then, he uses his first attack from his BAB (100%, 15%), with a confirmed critical, for 84 damage. Total 439.

The Linnorm rears is heads, expelling acid and poison as its death screams leave its jaws. The Witchborn evades against the falling acid, and saves vs its Death Curse, both on 2’s. Then, with a nod of his head, The Witchborn sheathes his sword back into his first Scabbard of Vigor, then retrieves his dagger and carves a fourth symbol in his palm, Rage, written in Sylvan. His Cohort Teleports beside him, then casts Mage’s Marvelous Mansion. The Witchborn rests.


LINNORM FIGHT NOTES:
This fight was kind of an enigma. Honestly, the Dragon didn’t have much that he could do, even in a surprise round, as something with 7 Int is unlikely to understand basic concepts of language, let alone strategy. In his mind, a grapple has always worked (especially since he has a specific bonus to that specific combat maneuver), and should have worked against the elf, as even other colossal creatures likely have been successfully grappled by him before. And on that note, there was no reason in his mind that his breath weapon wouldn’t immediately melt the tiny elf, as entire armies have fallen before him. TL;DR: The Linnorm is too stupid to really do much.

DAY TWO, DAWN: DAWN COMES AND DRAGONS:
The next morning, The Witchborn awakes, prepares his spells, casts them on himself, then uses both of his Scrolls of Spellbane, to bane the following spells for the next 18 hours (which will cover the fight with the Solar as well, should he make it that far): Wish, Miracle, Antimagic Field, Waves of Exhaustion, Power Word Blind, Power Word Stun. He adds on a Stoneskin Spell, as well. Then, after getting his spells and Arcane Pool points back, he leaves the Mansion. But something is wrong. The Mansion seems to have moved overnight, now to a grassy plain.

The Witchborn has just walked into an area with an alarm spell, set to alert the Dragon mentally when the Witchborn appears. The Dragon used a combination of Detect Magic and Invisibility Purge to find the entrance.

The Witchborn flies 100 ft. into the air and readies a move action to pull his sword from his sheath. He is ready for a fight, but he gets none.

The Dragon is currently casting the following spells on itself: True Seeing, Haste, Prayer, Aid, Spell Immunity (3 spells: Shocking Grasp, Frigid Touch, Bestow Curse), Shield, Shield of Faith, Stoneskin, and finally, Resistance. This brings its AC to 48, its attacks all strike at +3, Fort and Will increase by 2 (25 and 26, respectively), Reflex increases by 3 (17), All skill and ability checks +1, Damage +1, as well as DR 10/Adamantine and 14 Temporary HP, bringing his total up to 391.

After a few moments of waiting, The Witchborn wonders why The Dragon hasn’t appeared yet. And then it dawns on him. He knows that The Dragon has the alarm spell, as well as a whole host of other spells that it can use to buff itself. He abandons the idea for his readied action, moves to 60 ft above where the Mansion was and casts Detect Magic. He detects a spell, then makes a spellcraft check and determines it is, indeed, the Alarm spell. He knows that The Dragon knows he is there. He deduces that with the spells the Dragon has prepared, that the Dragon will take at least 9 rounds to buff itself, then a greater teleport to appear.

The Witchborn is a very smart person, but he’s also wiser than most average mortal beings in existence. He guesses that The Dragon would be buffing itself, and as such, would more than likely have Spell Immunity running. He knows for sure that Shocking Grasp will be banned, and more-than-likely Frigid Touch, but the most logical choice after that would likely be either Calcific Touch or Bestow Curse. So, he knows that if he wants to be able to down this Dragon with his weapon, he would need to first cast a Greater Dispel Magic. Doable, but that also gives the Dragon time to attack, or cast a spell, or try a combat maneuver. Still this is likely his best option, so, he flies up to 250 ft above the alarm spell and waits a few more rounds. The round before he is sure the Dragon will arrive (He knows The Dragon doesn’t want to give him any time to prepare beyond what he already had), he uses a move action to pull out his sword (+3 for 3 rounds), uses a swift action to enchant it with Keen, Anarchic, Bane (Dragons) and Frost, then readies an action to cast a targeted Greater Dispel Magic onto the Dragon as soon as it appears. Then, just as expected, The Dragon appears twenty feet or so from the alarm. Even though he immediately spots The Witchborn, he just cast Greater Teleport, and therefore doesn’t have a standard action left this round. The Targeted Dispel goes off, and the following spells wink out: True Seeing, Spell Immunity, Stoneskin, Haste, and Prayer.

The Dragon knows that a targeted Greater Dispel would get thrown back at it, and an area effect wouldn't beat the Witchborn's CL and wouldn't target his objects, either. The Dragon doesn't have a standard action, to boot. It has a move action still, so there’s that. It could fly really far away (I’m too lazy to do the math) and re-buff itself, but it knows that The Witchborn would have more than enough time to get his spells back and would have another Greater Dispel Magic waiting for it. Also, it knows that it has to make every moment count, because if versatility is the currency of the Beastmass, then The Witchborn is very wealthy indeed, and will never run out of funds. So, it moves to within 15 ft of the Witchborn, in an ideal position to full attack. The Witchborn can’t make an AoO, as he’s not big enough, but he doesn’t need it anyway.

Initiative.

The Witchborn wins, and knows he wants to end this fight as soon as possible. So, he clicks his heels together and casts Force Hook Charge on the Dragon (20%) and does 21 points of Force Damage, as well as getting pulled into the square adjacent to the Dragon. The Dragon gets an AoO (85%), but doesn’t hit. Then, The Witchborn Has 4 attacks (Haste, 3 BAB). The Dragon’s AC is now 47 since Haste was dispelled. The Witchborn hits with his first attack (50%) doing 46 damage. Then, with a free action, he lets out his stored spell and does another 135 damage. Total 202. His second attack (80%) hits, and he does another 46 damage. Total 248. His next attack (100%, 10%) Is a critical threat, but it doesn’t confirm, and he does another 46 damage. Total 294. His last attack (40%) misses. Then, using a swift action, he Defensively casts an Intensified Empowered (Quickened) Shocking Grasp, and spellstrikes with it (70%). He overcomes SR again, hits, and does 136 damage. Total 430.

The gold wyrm falls from the sky, glimmering like a teardrop from the sun. The Witchborn allows himself to fall beside it, casting Feather Fall on it (via the Flight Hex), and they both land safely on the ground. He uses his wand of Infernal Healing to heal himself and it, and slowly, the dragon’s eyes open, its massive pupils focusing on him. There is fear there, as if it isn’t sure if he is a threat or not. The Dragon stands up weakly, then suddenly changes its form into that of a beautiful elven maiden with golden eyes and hair. The Witchborn’s mouth opens slightly. The Dragon maiden heals herself, then commends The Witchborn for his bravery and prowess in battle, and thanks him for sparing her life. The Witchborn says that he could never take the life of one so beautiful as her. She blushes, then wishes him luck in the upcoming fight, saying that she would give him her gem of good luck, but she sees that he is already benefitting from a Luckstone. She asks if there’s anything he wants from her. She does, after all, have a wealth of treasure… Hundreds of things pass through his mind, but there’s only one thing he really wants. He asks to know her name. She blushes again, then says her name is too difficult for non-dragons to pronounce. He may call her Kyra. She asks again if there’s anything she can give him, but he shakes his head-no. She once again thanks him for sparing her life, then turns to leave, but then, in a moment of nervousness that he’s never felt before, even amidst the most hellish of battles, he asks for one more thing: a kiss. Kyra smiles wryly, then steps forward and slowly places a soft, warm kiss on his cheek. Then, with a dazzling smile, she turns back into a Dragon and flies away. It’s an entire minute before The Witchborn retrieves his dagger. He inscribes the Draconic word for Perfection, into his palm. The runes have now formed an almost complete circle in the center of his palm. He heals the damage, replenishes his spells, then lays down on the grass beneath him, waiting for sleep to take him, Kyra’s smiling face never far from the forefront of his mind.


GOLD DRAGON FIGHT NOTES:
This was a really fun fight. It was especially cool to finally see one of the Beastmass critters actually stand a chance. I knew from the get-go that I wanted The Gold to be fully buffed coming into the fight, so that was a good thing. Also, can’t use Slumber, Ice Tomb or Eternal Slumber on Dragons, so again, nuts to The Witchborn.

As far as Antimagic Field, Kyra knew that The Witchborn was aware of his biggest weakness, and knew that he would plan accordingly. Therefore, she decided that instead of going the Antimagic Field route (which he spellbane’d away) she would buff herself as much as possible, in order to avoid Feeblemind, Bestow Curse (Major), Baleful Polymorph, Enervation and the like. Because if she had not been fully buffed, and taken a combination Evil Eye/Bestow Curse, her saves would have been at a whopping -8, followed by a Baleful Polymorph or similar.


DAY TWO, NOON: ANGELS OUT IN THE FIELD:
The Witchborn awakens in a field of sunflowers of unearthly beauty. Everywhere he looks, there is evidence of the work of a benevolent master, whose time and genuine effort tells a story of eternal service and perfect love for everything under his care. To live in such a place as this; in a paradise such as this…The Witchborn could almost welcome a death here.

For death is truly a possible outcome, here. The Witchborn knows that this challenge, more than any other, will be the true test of The Beastmass, and the most important and weighted fight of his entire life. It very well could be his last. He does have one advantage, however. He has an extensive knowledge of the Angel, and his own capabilities. He weighs the options in his mind.

1. Slumber. The Witchborn (and the Angel) knows that the fight is over if he can get a Slumber off before The Solar can Plane Shift away. This wouldn’t be too difficult. All he would have to do is somehow sneak to within 30’ of The Angel. He can’t use Invisibility or any type of spell that turns him Ethereal, but with a +39 to Stealth, he easily can beat The Solar’s perception, as True Seeing doesn’t reveal creatures hidden by mundane means. The Solar would fail its save, then an Eternal Slumber wouldn’t be far behind.

2. Shocking Grasp. The Angel has a Protective Aura that has extra gravy on top. In addition to its other (impressive) features, the protective aura acts like a Lesser Globe of Invulnerability, negating all spells of 3rd level or lower. However, even though The Witchborn has multiple 4th level-and-up spells that could affect The Solar, he also has a trick up his sleeve that he hasn’t used yet. He has Heighten Spell, which he can then use to spontaneously heighten his Shocking Grasps to Level 4. Then, using the same sort of sneaking tactic that he would use for Slumber, he can move to right beside The Solar and attack once with Spellstrike (which would give him a critical) during the surprise round, then win initiative and full-round attack with a Quickened Spellstrike, Regular spellstrike, an attack from Haste, and 3 BAB (which would get him one more critical on his first BAB attack). He wouldn’t be able to use his stored spell, however, but with the first Spellstrike during the Surprise Round being a critical hit, it wouldn’t matter much, anyway. Also, he would bypass The Angel’s DR as well (3 Scabbard, 2 Bane (Outsider), 1 Arcane Pool).

3. Otherworldly Kimono. The Witchborn has a no-save Maze that requires a full-round action to escape, leaving The Witchborn with an entire round to prepare himself, as well as another round after the Solar passes his Intelligence check. This would give him more than enough time to get a Slumber off, provided he can get within 60 feet reliably. He has Greater Teleport (and the monk was extremely detailed in his description of The Solar’s garden), and according to the Beastmass rules (and the law of averages), The Solar wouldn’t act in the surprise round, and The Witchborn would win Initiative.
However, The Witchborn is smart enough to realize something that not everyone will, and to his knowledge, no one has really considered yet. There is nothing keeping The Solar (or any creature caught by the Otherworldly Kimono) from buffing itself. Would The Solar be smart enough to know this? No one has considered this before…

Seriously, as far as I can tell, no one on the forums (including other Beastmass entrants) have come to this conclusion-that any critter thrown into the Otherworldly Kimono could choose not to leave, then buff themselves, knowing that they would (after 10 minutes) be thrown back into the real world, fully ready to bring the pain. And to me, knowing that we have several hundred (if not thousand) highly-intelligent people on the forums looking at specific things such as this, and no one has thought of it yet, I think it is safe to assume that The Solar wouldn’t think about this.

At the same time, however, The Witchborn could also use that time to buff himself, and he has the combined powers of himself, his Cohort, and up to 19 18HD Witches, Bards, Sorcerers, and others to place spells on him, including (but not limited to) 9th level spells (which, if we’re going by the straight stat block, The Angel doesn’t have access to, even through Wish and/or Miracle).

Also, through a loose reading of the Otherworldly Kimono’s description, it’s possible that The Witchborn would be able to release The Solar at his own whim, allowing him to move to right next to the exact spot The Solar was standing, then expel him from the Kimono and full-attack.

But…I don’t want The Beastmass to come down to this. Yes, The Witchborn would win, but it would only be on a technicality because of a (very) broken item. This is why I haven’t used it up until now. Besides, The Angel would probably be prepared for it anyway, and he would know that The Beastmass is underway, and be prepared to Plane Shift away, anyway.

So we know the Witchborn will win the fight if The Solar doesn’t get the chance to buff itself. But, as a thought exercise, what if it did?

The Solar would use Plane Shift (or just Wish/Miracle to duplicate Greater Teleport, if it doesn’t want to go all the way back to Heaven) and buff itself thus-ly: Holy Aura, Righteous Might, Prayer, Bear’s Endurance, Bull’s Strength, Eagle’s Splendor (optional), Entropic Shield (optional), Shield of Faith, Aid, Virtue (optional; worthless) and his particularly potent combination: Protection from Energy and Resist Energy.

After buffing, he would use Miracle and Wish to replicate Plane Shift and Greater Teleport, respectively (or just Miracle if he stayed on the Material Plane) and come back really ready to lay down the hurt. This would translate to: +3 to AC, +4 to hit with his greatsword (+1 with his bow), a +3 to damage with every hit of his sword, a whopping 465 HP, Fort: 34, Ref: 18, Will: 28, DR 10/Evil (pointless), Huge Size, SR 25 (pointless), 120 points of energy resistance (Electricity), Resist Electricity 30 and Resist Fire 30.
This would mean that The Witchborn would have to hit AC 47 (By Beastmass rules he’s still doing that with his first 4 attacks if full-round attacking) but would have to deal with The Energy Resistance and Protection, still. But let’s run those numbers, either way.

When the Solar gets back, he will not have a standard action, as he just used it to cast Wish or Miracle. He could use his move action to fly 150 ft away, but The Witchborn would anticipate him doing this and would plan a Teleport to end up right next to him. Then the next round would begin. Because of the Initiative rules, The Huge Solar has an entire round to take his best shot at a tiny elf who is right next to him.

Short answer: Even fully buffed, he has nothing except for a full-round attack with the possibility of a crit (that he would get with his second attack, but would not confirm)that can stick to the Witchborn (He’s used up his Wish and Miracle, Power Word Blind and Stun are Spellbane’d, Waves of Exhaustion is Spellbane’d, Waves of Fatigue wouldn’t beat his SR, and his CMB is at a +36 when he would need a +37 per fight rules). So, he five-foot-steps and full-attacks (25%) The Witchborn, pulling off a hit (but not a crit) for 4d6+21=3+4+3+4+21=35 damage.

We know that the Witchborn’s first attack is going to be a critical hit (100%), and we know that it will be a Heightened (Level 4) Intensified Empowered (Quickened) Shocking Grasp (Level 5), which will overcome SR and DR (but not Energy Resistance or Protection) and do 92 Damage (Physical) + 180 Electrical (Average rolls) -120 (Prot. From Energy) – 30 (Resist Energy) for a total of 142 damage. Then, Spellstrike (30%) with a Heightened Intensified Empowered (Maximized) Shocking Grasp (Level 5) for 46+(135-30)=151, Total 293. Then, his next two attacks (90%) hit for another 92 damage, Total=385. Then, his next attack (100%, 20%), at +34 (assuming that The Witchborn didn’t take the time to buff himself with his cohort and Summon Spirit), hits but doesn’t make a critical hit, doing another 46 damage. Total 431. Almost, but not quite enough to bring down The mighty Angel, who once again five-foot steps and full-attacks (65%) The Witchborn, this time at AC 47, since he lost his shield bonus to AC for that round. His first attack hits for another 35 Damage (total 70). The Angel knows that one more round would probably get The Witchborn in range of a Power Word Kill (It would. His first attack would hit, and his fourth would be an unconfirmed critical, bringing The Witchborn down to 67 HP), but he knows that he won’t make it that long and there’s nothing he can do about it. Also, The Witchborn has Vampiric Touch, anyway.

With another five-foot step and a Quickened Spellstrike (50%), the fight is over.

So we can see that The Witchborn will win this fight. So, as he is sneaking up to The Solar’s cottage, he is surprised to find the Angel standing outside of his garden, fully prepared for battle, a resplendent figure of unearthly grace and wisdom, his armor and weapons glittering in the warm light of the noonday sun. They are 30’ apart. No one is surprised, and both of them know that there's nothing stopping The Witchborn from sending the Angel back to Heaven.

The Witchborn has been anticipating and preparing for this fight for a long time, especially since One told him how difficult this fight in particular would be, but no amount of preparation could brace him for what The Solar does next. As The Witchborn draws his sword, the Angel sheathes his own and begins stripping off his armor. The mighty Angel rests his weapons against a nearby bench and shrugs off his armor effortlessly. He steps forward, then, while The Witchborn watches in silence, gracefully begins to cast a spell. The Witchborn easily identifies it as Wish, but a successful Sense Motive check tells him that it isn't the Solar's intent to harm him. Moments later, a scroll appears in the Angel's gentle, powerful hands and his silvery, pupil-less eyes turn unmistakably on The Witchborn. He steps forward and holds out the scroll, as if offering it to him. At first, The Witchborn hesitates, then takes it and examines it, careful never to let down his guard. It's a scroll of Wish. He looks back up to the mighty Angel, confused, but the Solar nods to him. Then, with a power and kindness in his voice unlike any The Witchborn has ever heard before, The Solar says, in a soft, yet somehow still commanding voice, "I know you will do the right thing." Then, the Solar falls silent, his arm still extended, as if waiting. The Witchborn looks between the scroll and the Angel, then, slowly, his hand raises and he takes the Solar's in a grip, and puts him to sleep. The powerful being slumps and falls, and is still. The Witchborn knows what to do next, but suddenly hesitates. A small voice gnaws at him to take the scroll for himself. The fight is over, after all, and The Solar gave him this scroll, which was illogical to the extreme. He now has a free wish spell in the palm of his hand. He feels an itch within him, driving him to pocket the scroll and move on. However, The Witchborn knows what he must do, and scolds himself for even thinking of any other options. The Witchborn successfully makes a Use Magic Device check and casts 'Wish'. The Solar's eyes open, he rises up to his full, towering height, then says, "Thank you." The Witchborn nods. The Solar places a warm hand on The Witchborn's shoulder, and they both know there is nothing more to be said. The Solar turns and disappears into his home. The Witchborn carves a sixth symbol, Courage, completing the circle on his palm. Then, he heals himself, replenishes his spells and lays down to let sleep take him.

SOLAR FIGHT NOTES:
I was actually really surprised that The Witchborn did so well here. I was anticipating a really difficult fight, so I looked through all of the options that The Solar had available. Intelligence had The Witchborn out-thinking him at every turn, however. Still, I had always intended for both parties to fight each other completely buffed, which was why I was so surprised to see The Witchborn do so well. Honestly, The Solar might have won that fight if he could have lasted just two more rounds.

As for the “fight”, I resolved it the way I felt was poetic and just, with both parties receiving satisfaction and maintaining their dignity. And from a role-playing standpoint, The Witchborn could never willingly kill a being of such overwhelming good. Also, I think it is fitting that the Witchborn's real challenge was an ethical one.

There is one issue I have with this fight (and the Gold Dragon’s for that matter). I think that if they didn’t have such vanilla spell lists they could become even more deadly, which is saying a great deal. It would be a fun mental exercise to take The Witchborn (or any other Beastmass challengers) against them some other time, with them being at an even higher power.


DAY TWO, DUSK: THE KING:
Everything has led The Witchborn to this moment, but he knows that this fight, though potentially challenging for others, is merely an epilogue to the Beastmass. The true challenges have already passed, which he reflects on as he flies 70 feet above The Colossal beast, whose massive spines whizz harmlessly by him. He ponders on everything he’s learned from this event as he flies down, avoids the AoO and makes his melee touch attack, sending the colossal beast crashing to the ground, never to wake again. As he lands gently back down on the ground, he sees his friend, One the itchy monk, and Kyra standing there. One greets him with slow applause. He approaches just as The Witchborn takes out his knife and inscribes one final rune into the center of the circle on his palm. “Technically,” the extremely lawful monk states as he draws nearer, “The challenge was to complete the Beastmass without taking a single point of damage.” The Witchborn nods as he finishes the Rune. “You, my friend, deliberately harmed yourself from the very beginning.”

“Yes. I did,” The Witchborn slowly admits as he stares at the glowing runes on his hand. “Why?” Kyra asks. The Witchborn is silent for a moment, then he looks up at them, then to the peacefully-heaving Tarrasque and replies, “I wouldn’t have it any other way.” They’re silent for a while, before the maiden grabs The Witchborn’s outstretched hand. He jerks back, instinctively, but she holds it tightly, looking at the runes. “Eternity,” she reads, touching the newest rune, written in Elven. “That’s very fitting.”
After a while of silence, broken only by the Tarrasque’s gentle, heaving breaths, the monk chimes in, “I think I understand now.” The Witchborn nods.

“What will you do now?” The Dragon Maiden asks him, closing his hand slowly. “I hear there’s a wizard who likes to suck the air out of people’s lungs,” One suggests. “Calls himself The Vacuum, whatever that means.” The Witchborn is silent for a while as he looks out over the world around him. Then, for the first time in a long time, he smiles and says, “Alright, but only if I get to take him on first.”

“Not on your life,” One replies with a grin. The Witchborn’s smile widens as the monk gets on his broom and begins to fly away. The Witchborn takes one more moment to look over at the beautiful elven maiden standing beside him, before soaring into the air after the monk, brushing the tops of some nearby trees with his hands as he passes over them. He hears a gleeful roar, and suddenly, the colossal Gold Dragon is in the air, flying beside him, with One astride his broom, trailing not too far behind.


EPILOGUE:
The Witchborn will still have many adventures, such as moving the Tarrasque to Absalom, where it will slowly solve world hunger, 40 HP at a time, or reuniting with The Solar to find and destroy an undead army led by a frenzy of Nightwaves, or finding the Vacuum, and realizing that he’s actually a pretty cool guy, or the eternal quest to tap the deepest wells of knowledge and magic with Kyra by his side, or sparring against the greatest martial champions the world has ever seen with One, or finally finding and destroying his wicked mother once and for all. But of all his adventures, The Witchborn truly holds one very close to his heart, and recognizes it as the event that changed his life forever. And to the day he dies, he always bears the scars carved into his hand, and remembers how he got them, and why they are there.

Silver Crusade

While I can't offer challenges to any Beastmass character (not enough system mastery), I am interested in any advice you could give if I wanted to make this into a home game or PFS character.

What would change if I wanted to play this character from level 1?

Would anything change in the level up choices?

Otherwise, awesome build, and fantastic backstory (I am planning on adopting it for my own purposes)!


A few issues with this:

1. Hexcrafter trades away spell recall. I don't believe you get Improved Spell Recall as it improves an ability which you do not have.

2. You can only draw energy from a single wyroot weapon once per day and they store at most 3 points.

3. It looks like you are liable to auto lose to someone dropping anti-magic field like the pit fiend or solar with wish/miracle. Using scrolls of spellbane is a cheap tactic which tells us nothing much about your actual capabilities as you simply cannot afford to keep using them in a real game situation.

4. Most of these tests run with the Ultimate Campaign guideline of 25-50% increase in WBL from crafting feats. Using leadership invalidates most of your post and once again tells us nothing of this characters capabilities.


isdestroyer wrote:
While I can't offer challenges to any Beastmass character (not enough system mastery), I am interested in any advice you could give if I wanted to make this into a home game or PFS character.

Y'know, I actually don't really know much about PFS really. I've never been interested so none of my research for this build had anything to do with it. Sorry about that.

But as far as a home game, first and foremost clear it all with your GM. I took some liberties (never breaking the rules, mind you), but since I was the one kinda running this "campaign" I was lenient on several issues. If your GM is a pretty chill guy, then you'll be able to get away with more. But, if not, then there's not much you'll be able to do.

isdestroyer wrote:
What would change if I wanted to play this character from level 1?

I was kind of burned out on writing up everything that I didn't make a level-by level synopsis. I'll give you a brief synopsis.

Witchborn by Level:
At level 1, spells are your best friends. Your Int starts at 20, so you can seriously ruin things pretty easily. Also, your dex starts at 18 and you have weapon finesse, so you should be able to take full advantage of Spell Combat. Make good use of Color Spray, Snowball and, of course, Shocking Grasp. If your uncomfortable getting into the thick of things, or your low on resources, just use some kind of ranged weapon, with a longbow being ideal. You could also switch out Fate's Favored (which you can always retrain to later on) for Magical Knack (Shocking Grasp) and do +1d6 damage until you get to level 10.

At level 2 you get Spellstrike, and you should be able to use it very effectively, as long as you can hit reliably. If not, just use a longbow and spells until you get some +Dex items (Which should be soon thereafter). Don't forget that you get a free attack from Spellstrike, and that if you miss, it holds the charge. Also, just because Shocking Grasps are your specialty doesn'e mean that you are limited to that. Frostbite and Chill Touch will both give you 1 charge/lvl, with some extra juicy bonuses on the side and the addition of +1 damage/die rolled from lvl 3 on.

Level 3 is where a huge chunk of your damage comes from. Crossblooded Orc/Blue (Or bronze) Dragon gives you +2 damage from every damaging electrical spell you cast and +1 for every other damaging spell. Coupled with Intensified and Empowered Spell later on means some serious pluses to your shocking grasps. Also, don't be afraid to choose some sorcerer spells (which I didn't include in the original build) that you normally wouldn't have access to. If you need some thoughts on that, check out Kurald Galain's Guide. Lots of my spells came from his input. Intensify Spell is your bread-and-butter. Don't be afraid to use it on spells other than Shocking Grasp, too!

Level 4 means familiar, so +4 Initiative, and since your initiative will already be really good, you will likely be going first every fight, so from now on, action economy becomes extremely important. If you have Magical Knack, your Shocking Grasp should be doing roughly 5d6+10+ whatever weapon damage you have (+str (or dex if you can pick up the Agile weapon property)) so should be roughly around 30 damage with a spellstrike with an 18-20 threat range. Of course, this is nova damage, so conserve your ammo.

Level 5 is where you really start to shine. Level 2 spells means Frigid Touch, arguably the best spell for this level. This also means Invisibility, Mirror Image, Blur, and a ton of other good choices. But even better than that, you get your first hex. I put Slumber where I did because The Witchborn doesn't need the flight hex once he can cast Overland Flight. But, for a character that's actually this level, it's a really close toss-up that comes down to what you want to be better at at first. If your GM is really fond of sending swarms or traps or the like, take Flight. If he likes sending mooks, get slumber. Just remember to use but not abuse. Slumber can make others at the table feel like they're not being used, which, by higher levels, can be an issue for this guy, since he is specifically designed to stand alone. Also, Heighten spell has its uses, but not necessarily at this level. Just don't forget you have it (especially after your GM starts sending people with Lesser Globes of Invulnerability after you later on).

Level 6. Preferred Spell=Spontaneous casting of Shocking Grasp. Never prepare a Shocking Grasp again. Use your spell slots to benefit your party and to improve your defenses. Also, you can now start using your Arcane pool to add weapon abilities. Keen has to be the very first one, always. Don't pay for a keen weapon when you can always have keen when you need it. Get a Spell-Storing enchant on your weapon as soon as you can afford it.

Level 7. From here on out, you really start to outshine other classes, so you have to be careful to let others do stuff. You get another hex, your first racial bonus hex (from favored class bonus), and Leadership. By this point, you should have Slumber, Flight, and Evil Eye (or another of your choosing; Misfortune is good). Just be aware that at level 9, the penalties from your Evil Eye curse increase to -4. Leadership is one of those "GM fiat" territories, so just be thinking about that and talk openly with your GM about it. As a player, I've had GM's be completely cool with a crafting cohort, and as a GM, I've allowed it with very few repercussions. It all depends.

Level 8. Knowledge Pool is awesome for all the reasons I talked about in the Build Notes section. Medium Armor doesn't hurt, but it's likely that you will have a higher dex due to items by this point, so dex might still be your best bet as far as AC goes. Most Lvl 3 spells are boss, but the ones I have in the Spellcasting Section are probably the best choice as far as The Witchborn goes.

Level 9. Some good stuff here, but the big one is Empowered Spell. From this point on, your Shocking Grasps can be spontaneous, Intensified, and Empowered Level 2 Spells that are doing 14d6 (or 15d6 with Magical Knack) +42 (+45) damage every time, plus whatever weapon enchants you have on it. Your to-hit should be great by this point, too, so you should be able to land serious blows, several times per day.

Level 10. Flamboyant Arcana is Meh, but it allows for better stuff later. The Opportune Parry and Riposte can save your life. (Or your gear if your GM gets sunder-hungry)

Level 11. I. Love. Ice Tomb. It is seriously one of my favorite hexes of all time, and basically spells death for casters, at a range of 60 feet(!). Also, Level 4 spells. Life gets a whole lot easier with Dimension Door and Greater Invisibility.

Level 12. You get Elemental Spell (Acid), which normally would be meh, but the higher level you get, the more resistances enemies are likely to have (and the more electricity-resistant foes your GM is likely to throw at you), and this helps to mitigate that. And due
to some RAW strangeness, you still get the extra damage from the Draconic bloodline, even when you're casting an Acidic Grasp. But the serious game-changer of this level is Spell Recall. Get your hands on a Wyroot weapon (even one that only holds 1 life point is fine), and watch your GM weep.

Level 13. Another pay-day. Devoted Blade can be situational, but you should be able to use it fairly often, depending on the campaign. If your facing off against a lot of Neutral foes, however, don't take this one. Evasive is the real reason you invested in Flamboyant Arcana earlier on. You gain uncanny dodge, Improved uncanny dodge, and evasion. 5 class features from 2 arcana is hard to beat, especially when one of those class features is evasion. Also, Quicken Spell. Now, you can spellstrike twice(!) in a single round. Yeah, your quickened Shocking Grasp won't be empowered, but 2 free extra attacks/round with all of the (frankly disgusting) amounts of damage you'll be putting behind them is well worth the wait. Plus, you can use your Swift action with a full-attack and spell combat, too! This, combined with Spell Recall and a wyroot weapon means you just became insanely dangerous, and it's pretty much always turned on.

Level 14 means level 5 spells. With Overland Flight, you (and the rest of your party) should be airborne, always. And you are now the only one of them that can cast arcane spells in heavy armor. Sure, you're not gonna need heavy armor anyway, but hey, it's free.

Level 15. Greater Spell Combat makes a useful ability even more useful, but by now your CL checks should be pretty beastly anyways. Spell Perfection (Shocking Grasp). Need I say more? Yeah you might not get quite as much out of it as other, more focused casters would if they have spell focus and the others, but you also die a lot less than them. And you kill a lot more than them. And you can put people to sleep on a whim, or take casters out of the fight at-will. And do all sorts of other ridiculous stuff. Oh, and did I mention that you will almost exclusively be going first? Take full advantage of the free Quicken Spell for your shocking Grasp, but don't limit yourself. Every round you should be throwing out Quickened Spells, whether they're Shocking Grasps or not.

Level 16. Ah, Reflection. This one can save your life and turn the tide of a battle, repeatedly. Pretty much anything that targets you just became deadly to whoever cast it. Just be aware of the touch-range spell problem, and keep your wyroot weapon handy, as this is like a get-out-of-jail free card that you only have so many of per fight.

Level 17. Level 6 spells means that you have almost reached your full potential, and your survivability just went through the roof. Free Maximize Spell on your Shocking Grasps is delicious gravy at this point. This could also be Dazing Spell if your DC's are pretty good (and they will be), but you can also save that for later. Counterstrike is alright, too.

Level 18. Bane Blade is good and can be very good when used in conjunction with Devoted Blade and the other ones. extra to damage, especially with 2 Shocking Grasps/rd (3 with Spell-storing) is huge.

Level 19. Home run before we even slide into home. Eternal Slumber means that anything that you Slumber can then be put to sleep forever. From now on, you can carry around something small in your bag, like a rat, and be able to pull off your Wyroot trick indefinitely. Summon Spirit is easily the coolest class feature The Witchborn has. It's so full of fluff and crunch that it's definitely my favorite. If your GM is a little more lenient, then this one is a serious gamechanger. However, if he isn't cool with it then obviously it will never fly. Just remember that you can do this 7,200 times a day with no cost to you. Eventually, you will find whatever it is you are looking for, and there's nothing stopping you from making allies and friends on the other side who could (with GM's blessing) come quicker and/or be more willing next time to help out, until you have an unlimited number of spirits (who are your friends) who are willing to help you out. You also get a feat, which could go to any number of things. This could be your Maximize spell if you didn't take it before, or it could be Dazing, or Improved Initiative, or whatever you want it to be. Because of the Beastmass rules, The Witchborn wouldn't have really been able to benefit from Dazing Spell, but in a home game, could be extremely nasty.

Level 20. Greater Spell Access is awesome. Choose which ones you want and you're good.

I hope that answers your question!

isdestroyer wrote:
Would anything change in the level up choices?

See the spoiler!

isdestroyer wrote:
Otherwise, awesome build, and fantastic backstory (I am planning on adopting it for my own purposes)!

You flatter me, thanks! And if you don't mind me asking, what are your plans for the story? That's honestly why I play Pathfinder, is for the RP perspective and the story. :)

Silver Crusade

Thanks, Wombat!

As for the story, My GM uses the Forgotten Realms setting, but with his own spin on things, so his mother was going to be a rather powerful BBEG from a previous campaign. The idea was that she wanted to "craft" an heir using dark magic and the blood from a very resilient race (orcs), and from incredibly powerful, magically inclined and intelligent beings (dragons). His upbringing would have been horrific, until his supposed escape. And I say supposed because, how would a mere 1st level escape such a powerful person if she didn't want him to. Think Dragon Age Origins for this part, there is a reason his mother let him go and think that he escaped, and she knows he will eventually try to kill her. After that, it's in my GM's hands. If you have any thoughts or suggestions to improve it, I'm all ears.

Anyway, thanks again!

*EDIT* Oh, and I plan on having him adopt the title of The Witchborn, because that's just plain cool.


First of all, thank you andreww for all of your input.

andreww wrote:
1. Hexcrafter trades away spell recall. I don't believe you get Improved Spell Recall as it improves an ability which you do not have.

He didn't pick up the improved version. I would have to dig it up, but when you get an improved version of something you gave up, you get the unimproved version. Now, that might have been errata'd, but when I looked it up a while back that's what I found.

andreww wrote:
2. You can only draw energy from a single wyroot weapon once per day and they store at most 3 points.
Another *horrible* errata that I missed. Really it must have been errata'd because again, when I first looked it up, it wasn't that way. That does severely change the build, but I think the actual wording is this:
Wyroot wrote:
As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. A wyroot weapon can gain at most 1 life point per day and hold up to 1 life point at a time.

You could potentially have multiple wyroot weapons, but each of them can only absorb a set amount of life points per day. You could use as many wyroot weapons as you have.

andreww wrote:
3. It looks like you are liable to auto lose to someone dropping anti-magic field like the pit fiend or solar with wish/miracle. Using scrolls of spellbane is a cheap tactic which tells us nothing much about your actual capabilities as you simply cannot afford to keep using them in a real game situation.

I did a lot of research into this, and I would love to hear your thoughts. Is there even a build that's not a full caster that can honestly survive an Antimagic-field-encircled Dragon in melee range? And before you start showing me gunslingers, no. Melee range.

In addition, would you prefer if I had simply written it off like so many other Beastmass entrants? There are very few analyses as in-depth as the one I provided. It covered nearly every possible scenario of every fight, without shying away or simply writing out a generic "X monster appears, I win initiative, I hit it with Y, it dies. I move on." I built The Witchborn as an example that someone actually could be versatile enough to take on a range of challenges and have several bullets in the chamber, including surviving through surprise rounds.

Yeah, I agree with you. It's not something that you can sustain all the time, but it's also not something that you encounter all the time, and Spellbane scrolls would be the best (if not only) way for a non-caster build to deal with an AMF. Also, I've been aware of this problem since my very first post, which, coincidentally, we personally talked about.

andreww wrote:
4. Most of these tests run with the Ultimate Campaign guideline of 25-50% increase in WBL from crafting feats. Using leadership invalidates most of your post and once again tells us nothing of this characters capabilities.

I would need you to link to that particular rule because I never saw it nor was I ever made aware of it, not even from you in my first post.

Am I correct in assuming that you didn't read my Build Notes section? Leadership is allowed. Because of that, it provides certain bonuses, just like any other feat would. As a player, I have taken this feat and had my cohort be a crafter who didn't go with the PCs on adventures and had very few (if any) adverse side effects. As a GM, I've allowed my players to do it, but never allowed them an extra PC to fight alongside them. Also, just because it's not something that everyone does doesn't mean that it can't be done.

Another thing, in my build notes section, I feel like I covered the Leadership and Summon Spirit abilities pretty extensively. Even if I hadn't taken Leadership, the Summon Spirit ability would more than compensate for it. For one, it doesn't function like Greater Planar Ally. The process described is intrinsically different than GPA. Here's why:

It's an ability that costs nothing to do, that only requires a standard action, can be done an infinite amount of times, that can find specific spirits (with whom he could fluff- and crunch-wise have serious friendships and alliances with) over and over again who expressly have their own personalities, that have their own wants and desires, and who undoubtedly have unfinished business that they would be willing to die again to have done, and who would literally be clawing at each other to have a powerful ally that's actually alive who can do those things. Things that, in the literal sense of the word, have been damning them to seemingly unending worry, frustration and agony. There is no way that they wouldn't do everything in their power to be as helpful as possible so they can get what they need out of it. And it takes a shockingly small amount of imagination to conceive what a being like The Witchborn could do with nigh-unlimited, immortal, 18HD ghosts who have nothing to lose.

And as for not showing everyone what the build is capable of, I think you're right. I was very hard on The Witchborn. Much harder than most entrants are on their own creations and I had him pull a lot of punches as far as he is concerned. If The Witchborn had had even a party's-worth of 18 HD immortal spirits following him around (let alone the 19 that he could have had), he would steamroll nearly every other build besides Pun-Pun. It was out of respect for the others that have come before, and the desire to add to their experiences that I brought him to the fight and tried to make it as fair as I possibly could.

Of course, this is all in good fun, and is meant to be tongue-in-cheek. :)

Silver Crusade

I was going through this with HeroLab, and it looks like you can't take Preferred Spell at 6th level, because it is not a metamagic or combat feat. It's just a regular feat like Acrobatic.

If true, would it be alright to just switch it with Empowered Spell?


Did you make sure you have 5 ranks in Spellcraft? Because it should work out just fine if you do. Of course, I'm not really versed in hero lab.

But either way, yeah you can. I just prefer having less to think about as far as spells go. That, and empowered spell doesn't really help you until 10th level anyway.

And of course this is your build! You can do with it what you will!

Edit: ah now I see what you mean. Yeah Magus bonus feat, duh haha

Silver Crusade

WombattheDaniel wrote:

Did you make sure you have 5 ranks in Spellcraft? Because it should work out just fine if you do. Of course, I'm not really versed in hero lab.

But either way, yeah you can. I just prefer having less to think about as far as spells go. That, and empowered spell doesn't really help you until 10th level anyway.

And of course this is your build! You can do with it what you will!

Edit: ah now I see what you mean. Yeah Magus bonus feat, duh haha

Oops, yeah, sorry about that. So it won't mess up the power of the build to switch those?

Also, I was wondering if this build would be viable as a strength build? I was thinking of making a half-elf with a rhoka sword. Would the power level drop significantly?


Does courageous work like that again? Thought it was errata for just a bonus vs fear.


isdestroyer wrote:
WombattheDaniel wrote:

Did you make sure you have 5 ranks in Spellcraft? Because it should work out just fine if you do. Of course, I'm not really versed in hero lab.

But either way, yeah you can. I just prefer having less to think about as far as spells go. That, and empowered spell doesn't really help you until 10th level anyway.

And of course this is your build! You can do with it what you will!

Edit: ah now I see what you mean. Yeah Magus bonus feat, duh haha

Oops, yeah, sorry about that. So it won't mess up the power of the build to switch those?

Also, I was wondering if this build would be viable as a strength build? I was thinking of making a half-elf with a rhoka sword. Would the power level drop significantly?

i tried him as a strength build a while back and I saw that it would work, but because of the way the points are distributed, his survivability would drastically change. Your AC would have to come from armor, which imposes penalties to your Dex, which means lower reflex saves and initiative. But that also means that you don't need the same feats. You wouldn't need weapon finesse, for example.

But unless you have a very big need to go with a rhoka, I would stick with a scimitar or rapier. 1d8 is only a minor upgrade from 1d6, and because you would have to be half-elf to get it, you lose all of the favored class bonuses from being an elf, meaning you lose 1 hex, one major hex, and one grand hex. Ouch. If you REALLY want a rhoka (and I don't blame you, they're pretty cool), then you would do best to grab a Cracked Opalescent White Pyramid Ioun stone.


Cavall wrote:
Does courageous work like that again? Thought it was errata for just a bonus vs fear.
Nah it should work just fine.
Courageous wrote:
A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).

Emphasis Mine.

The bonus is actually a lot higher though because of The Witchborn's Scabbard of Vigor and his Bane ability. Essentially he has a +5 enhancement bonus, which gives him a +2 on top of his +1, and therefore, a total +3 from his flawed pale green prism Ioun stone.


And @isdestroyer, I love your background concept. I haven't been at my computer all day but once I get there I'll let you know some of my own thoughts and stuff. But yeah I love what you have so far.

Silver Crusade

Found another oddity; in HeroLab, it does not give me Spell Recall at 12, it says the ability is replaced. I did some digging and found this:

PRD wrote:

If an archetype replaces a class feature that's part of a series of improvements or additions to the base class's ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, her sneak attack doesn't jump from +1d6 to +3d6 at 5th level—it improves to +2d6 just as if she had finally gained the increase for 3rd level. This adjustment continues at every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.

If an archetype replaces a class feature that has a series of improvements, but it does not mention one individual improvement, that class feature replaces the entire class feature and all of its improvements. For example, if a class feature says that it replaces trap sense without mentioning a specific bonus, it replaces all the benefits of trap sense.

Now, I can interpret this either way. Either you get the lesser ability later, or you don't get it at all. HeroLab went with not at all. Granted, this is HeroLab, so take it with a grain of salt, but do you know of any ruling on this?

*EDIT* Rereading, I need to clarify; the examples mentioned are all numerical improvements. Weapon training, favored enemy, and sneak attack all get numerical bonuses as they level up (or adding more types of things that get bonuses). But in the second paragraph, it mentions another ability that just gets numerical bonuses. It does two things, but so does favored enemy. Trap sense gives a bonus to reflex saves and AC vs traps, favored enemy gives bonuses to attack and damage, and to interaction skills vs the enemy. Spell recall is more like evasion, which the PRD does not mention.

So is spell recall a class feature that is part of a series of improvements, or is it a feature that has a series of improvements?


Yeah that's what andreww and I were talking about.

It's a class feature that builds on itself. Here's why:

Improved Spell Recall wrote:
Improved Spell Recall (Su): At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.

Emphasis Mine.

Here, we can see that it specifically calls out that your Spell Recall improves.

If you ever look at a Magus and/or Hexcrafter guide, and almost any build out there and even most of the threads in the rules dedicated to this issue, it's almost an overwhelming concencus that the Hexcrafter does get Spell Recall at level 12, but never Improved Spell Recall.

I hope that helps. :)

Edit: Level 11 for straight Hexcrafter, Level 12 for The Witchborn.


Rules Issues:
You definitely cannot spam wyroot weapons the way you're trying to, whether with one weapon or multiple. It's a spectacularly good tactic... which is why there was an errata made for the sole purpose of preventing it.

Wyroot wrote:
A wyroot weapon can gain at most 1 life point per day and hold up to 1 life point at a time. More powerful wyroot weapons can gain up to 3 life points per day and hold up to 3 life points at a time. Any unspent life points dissipate at dusk. A creature can convert life points from only one wyroot weapon per day.

Yeah, I know. Tragic. If it makes you feel better, Magus//Drunken Master gestalts with Ki Arcana are still fully abusable.

So you need to reevaluate the build (and the fights) under the understanding that your arcane pool is a limited resource. Which of those minute/level spells do you have up when?

Also, the courageous weapon property was FAQ'd to only apply to saves against fear, so many of your stats should be 2 lower.

You seem to be under the impression that half-elves cannot select elf favored class bonuses, but they can.

There was also an errata for Arcane Deed - it doesn't work for Evasive. You could keep evasion itself by snagging a ring of evasion, but it looks like the uncanny dodge and improved uncanny dodge have got to go. So... you can be caught flat-footed.

Arcane Deed wrote:
Benefit(s) When a magus takes this arcana, he can pick any one deed from the swashbuckler class feature as long as that deed can be used by a swashbuckler of his magus level. The magus can use that deed by using points from his arcane pool as the panache points required for that deed. Even if he gains a panache pool through another means, the magus is not considered to have at least 1 point in his panache pool for the purpose of deeds selected with arcane deed, and his effective swashbuckler level for determining such a deed's effect is 0.

Because of this, you really need to watch out during those first rounds of combat, not only for your flat-footed AC, but also for your flat-footed CMD. Speaking of which, I think your CMD should only a +1 bonus from ioun stones because it isn't an attack roll like CMB is - instead it just benefits from the insight bonus to AC. This makes your CMD a bit lower in normal combat and almost useless when you're flat-footed.

Oh, and shouldn't your hex DC only be 33, since it's based on your magus level, which is only 19?


I've had a few thoughts about alternate strategies for your Beastmass foes. I doubt all of these would actually work, and I'm sure the Witchborn would be capable of adapting to respond to many of them, but I think they show some interesting new possibilities you should consider.

The Demon's in the Details:

There is one frighteningly effective way for the balor to kill the Witchborn, now that he doesn't actually have evasion. In the surprise round, the balor can used quickened telekinesis (violent thrust) to snatch 15 Small-sized chunks of rock and debris weighing around 25 lbs each from a 200 foot radius around the cave and hurl them at a spot in the air 30 feet above the Witchborn's head. Once they reach that spot, the effects of the spell are done and the rocks do what any normal rock would do: fall. We can now turn to the Falling Objects section of the CRB, which describes exactly how this works. Because the balor is deliberately putting the rocks in a spot so they will drop on its enemy, each rock requires a ranged touch attack roll to hit, all of which the balor succeeds. The Witchborn succeeds at all of his Reflex saves for half damage, but without evasion, he still takes 1d6 damage from each falling rock, for a total of 15d6 (average 52.5).

The balor still has its standard action from the surprise round left, which it uses to ready an action to use its telekinesis SLA when the Witchborn casts a spell. The surprise round ends, and the Witchborn wins initiative. I don't see a compelling reason for his actions to differ from the scenario you described, but it doesn't really matter if they do. The balor will save against his hexes, so I think we can safely assume that his action will involve some sort of spellcasting. When he casts, the balor's readied action goes off and it hurls another 15 rocks - it can reuse some, if necessary - into the air so they can fall on its enemy. The Witchborn takes another 15d6 damage (52.5 average) and is forced to make a DC 60-something check or lose the spell. His concentration check is good, but it's not that good. If the ranged touch attacks for the falling rocks can crit that's another couple extra points, but I'm not sure if they can and it doesn't really matter, because it then becomes the balor's turn, and it can use another telekinesis and quickened telekinesis for another 105 damage, putting the Witchborn into negative HP.

If the Witchborn does invest in a ring of evasion, this tactic can still work - the balor just needs to use its first standard action to sunder the ring, which it does easily against the Witchborn's flat-footed CMD. Without the readied telekinesis the Witchborn can get off a single spell, but as long as he doesn't kill the balor in one round he probably won't be able to stop it.

If the balor does get a chance to use its summons ability, that could be a complete gamechanger. A vrolikai would indeed be nice for the negative levels and potential silence, but I'd probably go with a Katpaskir, which could repeatedly kite the Witchborn with Dimensional Dervish - it has six attacks and the CMB to succeed at plenty of trip, disarm, and sunder maneuvers. It also has a 3/day maze as a last resort to buy the demons some time. In terms of summoning it, remember that the balor could use its surprise round to perform the "start a full-round action" standard action, finishing the summons on its next turn and allowing the Katpaskir to full-attack in the first round of combat. The main problem with that technique is that the Witchborn can still deal loads of damage to the balor on his turn, which will disrupt its concentration and force it to lose the spell.


Dawn Comes and Dragons:
This dragon is clever. Finding the Witchborn's invisible mansion, setting an alarm spell outside the door, and setting up a formidable array of buffs are quite clever things indeed. It can even spam divination, so that it will know about most of the Witchborn's tactics in advance. But I think that if it tried, it could be a bit more clever - just clever enough to win.

So, that list of buffs is a nice list, and I see no reason why the dragon wouldn't put them all up, but with two vital additions tacked on at the end. Once it finishes casting the spells it needs to, it casts silence on a small rock. Then it casts antimagic field. This doesn't make its buffs go away, it just suppresses them for a while, covering them up under a layer of cozy antimagic. It then swallows the rock with a now-suppressed silence spell on it, and is ready to fight.

It's method of entry also needs work. A greater teleport that leaves it incapacitated and gives up the element of surprise? Come on. Instead, the dragon should be hovering high above the mansion entrance, so high that even mentioning the phrase "Perception check" makes the GM burst out laughing. When all buffs are complete, the dragon doesn't even need to act. It can just tuck in its wings... and fall.

As far as I can tell, when the dragon doesn't appear precisely at the expected round, the Witchborn will conclude that it wanted a couple of extra buffs, and will make a couple mental predictions about what those buffs might have been, but will otherwise keep its action the same: readying a greater dispel magic for as soon as the dragon comes into range. Which the dragon soon does, falling out of the sky like a shimmering golden meteor. As soon as it gets within 300 feet of the Witchborn, the greater dispel magic goes off... and fizzles harmlessly against the dragon's antimagic field. Falling doesn't take any actions, and the dragon still has the element of surprise, so as soon as it gets within range it spreads out its wings and charges. It ends up 20 feet away from the Witchborn, who is now within reach of its bite attack but still too far away to interfere with its nice, cozy antimagic field. The dragon uses the bite attack from the charge to perform a successful sunder combat maneuver - against the Witchborn's ring of freedom of movement.

Now it's the Witchborn's turn, and he really doesn't have a lot of options. If he moves more than a 5-foot step, the dragon gets an attack of opportunity, which it can use to disarm him of his Hexblade. If he tries to target the dragon with a spell or magic item from where he is, it will fail because the dragon still has an antimagic field up. If he decides to approach the dragon, swallow the attack of opportunity, and watch his beloved weapon fall to the ground far below, congratulations! He has managed to turn off the dragon's antimagic field - and in the process, turn on all of its other buffs, including the 20 foot radius of silence. I didn't see Silent Spell or a rod thereof listed in the build, so spellcasting is pretty much out, as is activating command word items and the like. His hexes still won't work against it, and he just lost his weapon. Even if he tries to cast one of his signature touch spells outside of the antimagic field, move up to negate it, and deliver the spell at the dragon (without a weapon, mind you), it will still fail, because the dragon's Spell Immunity is now up and running. He could hit it through the antimagic field with an instantaneous conjuration like snowball (with an added benefit from the dragon's cold vulnerability), but he only prepared it once and with no metamagics attached. Thirty-four damage is not going to cut it. If he tries to run away, well, good luck. The dragon has a stupidly high flight speed and more teleportation magic than it knows what to do with. If he teleports far away, the dragon can do whatever it pleases, and he's basically given up on the Beastmass.

Whatever the Witchborn does on his turn, the dragon's response can be basically the same. Move up to him and grapple him. Game over. The dragon succeeds on its combat maneuver check, the Witchborn's ring of freedom of movement is long gone, his CMB and Escape Artist aren't high enough to escape, and his concentration isn't high enough to cast. To top it all off, the dragon is now fully buffed and radiating an aura of silence. It can sit back, relax, and leisurely rip the Witchborn to shreds.


Angels out in the Field:
The Witchborn sneaks up on the unsuspecting solar, ensnaring him in an extradimensional labyrinth. The solar knows that its enemy could move into position and snatch it back at any moment, so it only has six seconds to act. These could be the last six seconds of its existence. It has one round. One spell. One... wish.

What would you wish for? I would wish for source severance. This garden the domain of angels: only one source of magic belongs here, and it can't be learned from books.

Then the six seconds are up, and the Witchborn releases the solar on the material plane, prepared to eliminate the last major obstacle in its path to victory. Even if he doesn't, the solar can buff as much as it wants and then figure out its own way back - making the intelligence check, using its prepared plane shift and word of recall (seriously, why on earth would it waste its wish and miracle for that when it has those spells prepared?), or just waiting 10 minutes. No matter how it happens, the solar and the Witchborn end up facing each other in the garden, probably adjacent, possibly not. Who goes first will depend on the manner of return, and for a few of those methods I'm really not sure, but in the end, that doesn't matter either. Nothing the Witchborn does can hurt the solar; all of his arcane power is severed at the source. Even if he doesn't stand too close, spells and hexes alike fail to pierce the angel's protective bubble. On the solar's turn, whenever that may be, it moves adjacent to the Witchborn, and the last of his defenses fail. His spell resistance blinks out, his Reflection dulls, even his mighty aroden's spellbane unravels. The solar stretches out a hand and brings forth one more miracle, duplicating quest. "Give up. Go home. Rest."


Thank you, Avoron. You've opened my eyes. A challenge like this is very difficult, considering there are so many different ways to neutralize a foe in Pathfinder.

But unfortunately, what I have seen so far is that it is only my lack of rules-fu that has killed him.

By strict Beastmass rules, The Witchborn should only have a surprise round from the Balor and the Linnorm, and even still, his perception and intelligence are so high that he shouldn't even be having to worry about it. Given that, he would more than complete the Beastmass.

But, you're right. If I were to give everyone surprise rounds, like I honestly did my best to do, he's toast, but again, only because of my lack of knowledge of the updated rules. When I first made this character (linked at the top of the thread) none of these things were issues, in fact, he had even more that he was able to work with, including precise strike. It really is tragic that the devs would give us Arcane deed only to neuter it into oblivion. But that's something I can't change. Same goes for the wyroot weapon and Courageous.

And yeah you're right about the Hex DC. I double-checked and it should only be 33. Doesn't change the write-up too much, though.

And as for source severance, wow. What a spell. I had actually never heard of it, but honestly, The Witchborn would have prepared for it if I had.

The saddest part of all of this is that I honestly was doing my best to put forth a legitimate character that could actually take on The Beastmass baddies in their element and win without resorting to cheap tactics and/or being a one-trick-pony. I changed the rules so they could actually hit him, and so that the Witchborn wouldn't crit as much. I honestly researched every possible outcome available and took the time to write it all out. I truly didn't want this to just be a cut-and-paste post like so many of the other ones I've seen. I honestly didn't want it to come down to initiative, and I definitely didn't want it to come down to a full caster...again.

But the saddest thing of all: I thought I was doing it right.


WombattheDaniel wrote:
Cavall wrote:
Does courageous work like that again? Thought it was errata for just a bonus vs fear.
Nah it should work just fine.
Courageous wrote:
A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).

Emphasis Mine.

The bonus is actually a lot higher though because of The Witchborn's Scabbard of Vigor and his Bane ability. Essentially he has a +5 enhancement bonus, which gives him a +2 on top of his +1, and therefore, a total +3 from his flawed pale green prism Ioun stone.

FAQ wrote:

Courageous Weapon Property: Is the courageous weapon property meant to help only on saves against fear? The text seems to give unfettered increases to all morale bonuses, which is way out of line for a +1 equivalent weapon ability.

A courageous weapon was meant to help only on saves against fear (either adding its enhancement bonus as a morale bonus on saves against fear, or adding half its enhancement bonus to your existing morale bonus on saves against fear, whichever is best for you). However, the wording is in error. The last sentence should say “on saves against fear” after “any morale bonus.” This change will be reflected in the next errata.

Apparently, emphasis Paizo.


Yeah, it was brought to my attention by Avoron right before I submitted my last post. Thanks.

Silver Crusade

Don't be so hard on yourself, Wombat. Pathfinder has so many rules and corner cases and extra options scattered across several hundred books that it would be impossible for any one person to know everything.

Couple that with Paizo's unfortunate habit to write vague or badly worded abilities, and then give just as vague FAQ's or none at all, and it's no wonder that builds like this will have some fatal flaw.

I would love to see a new attempt, if you have the inclination. The magus is such a fun class, and I think has the potential to win this thing.


WombattheDaniel wrote:
The saddest part of all of this is that I honestly was doing my best to put forth a legitimate character that could actually take on The Beastmass baddies in their element and win without resorting to cheap tactics and/or being a one-trick-pony.

I'm guessing this would be a bad time to bring up my gnome philosopher that can keep the Witchborn immobilized by drinking alcohol and asking meaningless questions while he sunders his irridescent spindle ioun stone and drowns him in a giant sphere of water.

In all seriousness, most of the problems the Witchborn is facing aren't anything to do with the core parts of the build. The wyroot thing definitely is; spells and arcane pool points are going to be a limited resource for you, and you're going to have to start treating them as such. Combat maneuvers are also going to be a nasty problem, particularly when you get caught flat-footed.

But most of the rest of the issues are relatively easy to fix. You could enchant your amulet of natural armor as a hand of glory and put a ring of evasion on it. No more victory for the balor. You could buy a metamagic rod of silent spell and keep it in a spring-loaded wrist sheath or a glove of storing. No more victory for the dragon. You could include source severance in your aroden's spellbane. No more victory for the solar.

And sure, the creatures you're fighting could keep coming up with new, clever tactics to defeat you. The balor could sunder your ring or the dragon could disarm your rod or the solar could wish up some other spell you've never heard of. But the great thing about theorycrafting is that we can keep figuring out what these tactics could be and the best ways to respond to them. Because let's be fair - the Witchborn is smarter than both of us put together, and we can be sure that he's already thought of all this.


Avoron wrote:
** spoiler omitted **
...

In your demon example you've got him taking a surprise action as a swift cast then ready a standard action.

A surprise gets a move or standard. No swift. Free actions are allowed.

Quote:
combatants who started the battle aware of their opponents each take a standard ormove action during the surprise round. You can also take free actions during the surprise round.


Swift Action wrote:
You can take a swift action anytime you would normally be allowed to take a free action.
Restricted Activity wrote:
In some situations, you may be unable to take a full round's worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal)

Silver Crusade

Hey WombattheDaniel,

Would an eldritch archer build be able to win the beastmass? Could your build be tweaked for archery, or does that take up too many feats?


Sorry it's taken me so long to respond. I actually have been working on mixing EA and Hexcrafter. And the answer for both is yes.

The short version is that he is no longer an elf, but a permanently-reduced halfling who stacks Stealth (Ring of Chameleon Power and what not) and Perception, then buffs up Frostbite and goes to town. So far, he's at DC 46 with Heightened (to a level 6 spell) Dazing Rime Frostbite (Gifted Adept trait, Spell Specialization, Spell Perfection, Mage's Tattoo, Spell Focus, and Greater Spell Focus), with a spell-storing arrow each time.

He usually hits with a combination of different spells stored when full-attacking. Keep in mind that all of these have that nasty Dazing Frostbite for 1d6+CL (will probably be around 32-35) every arrow, as well as any other buffs he has on his bow at that time (including this little number). 1st arrow: (usually) Frigid Touch. 2nd: Mudball. 3rd-7th (yes he gets 7 attacks/rd): Usually Vampiric Touch, though depending on the foe, Lightning Bolt and Fireball are also good. I'll post the numbers later on, but they are seriously heinous.

On the 1st arrow alone, the target should be Flat-Footed, Staggered, Fatigued, Entangled, and Dazed. By arrow 2, add Blinded.

If an opponent is immune to cold, then he uses the Prehensile Hair Hex (A new trick) to grab an Elemental Spell (Acid) Rod and uses that. (He doesn't have Elemental Spell anymore)

3rd-7th (yes he gets 7 attacks/rd): Usually Vampiric Touch, though depending on the foe, Lightning Bolt and Fireball are also good. I'll post the numbers later on, but they are seriously heinous.

Also, because he has stacked Transmutation, Calcific Touch (which also gets 1 attack/CL) and Disintegrate are fantastic options for this as well.

He has PB shot and rapid shot. Still working on getting Multishot in there. Deadly Aim and Weap. Spec. didn't fit. In this version he only has to have a few Metamagic feats, so the rest were stacking Spell Focus and Ranged damage. He also has the Arcane Accuracy Arcana to get a huge bonus to attack!

He does have to wait until level 10 to get the Reach Spellstrike Arcana to make all of this work, but until then, Snowball and others should work just fine, as well as casting Frostbite into a Spell-storing weapon or ammunition. :)

I'm actually kinda bummed that he's evolved to this, though. He still has his spells and his hexes, but other than that, he's become kind of boring. :(

@Avoron, I've begun a counter-argument to your analysis (With the Witchborn, not the EA). :) The Balor and The Solar aren't an issue anymore. The Dragon I'm still working on, but I'll post that later, too.

And to both of you, thank you for your words of encouragement. Depression has always been something I struggle with and I was having an off-day.

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