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No posts. Organized Play character for General Spoon.

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Courtly Hunter is an archetype in Ultimate Intrigue. It has a class feature, Subtle Companion, that reads:

Subtle Companion (Su): At 2nd level, a courtly hunter can transform her animal companion into a similar Tiny animal to allow it hide easily or even blend in and act as a spy. For instance, a tiger could be transformed into a housecat, a wolf could be transformed into a Tiny dog, a dire bat could be transformed into a Tiny flying fox, and so on. This functions as a polymorph effect, and the animal companion gains a +2 size bonus to Dexterity and a –4 size penalty to Strength (use the polymorph table on page 212 of the Pathfinder RPG Core Rulebook to adjust its ability score if the animal companion is larger than Medium). As a standard action, the courtly hunter can touch her animal companion to transform it.
This ability replaces precise companion.

A strict interpretation of this ability would mean that, once the courtly hunter polymorphs their animal companion with this ability, that they cannot reverse it (at least at least until level 7 when the Courtly Hunter gains the alternate form class feature). Is that how the ability is supposed to work?

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You might think that you need to pour through various obscure sourcebooks to build a broken character that causes nobody else at your table to have fun, but that isn't true! You can do this just with the Pathfinder RPG line of products (and not even that many books in it really). You're probably going to want to make a wizard, because they consistently have spells that are allowed in PFS that can immediatly shut down a combat in the first round. If you combine spells like these with a really high initiative modifier, then you are very likely to go first and end combat before any other player can act.

The example level 1 build I have below has an initiative modifier of +17 at level 1. It reaches this with: 18 DEX (+4), Improved Initiative (+4), Greensting scorpion familiar (+4), Reactionary trait (+2), forewarned class feature (+1), Fleet-Footed alternate racial trait (+2). Even if you roll a 1 when rolling initiative, you are still pretty likely to go before every other character in combat. You do not even need to be worried about surprise rounds, because the Diviner School's Forewarned class feature also ensures you always act in surprise rounds.

The spells you will be using will be ones that can disable, incapacitate or seriously hamper multiple enemies at once. Some examples of good spells to be using for this purpose at some of the spell levels in your PFS career are:
1st: Color Spray, Grease
2nd: Glitterdust, Web
3rd: Slow, Stinking Cloud
4th: Black Tentacles, Confusion
5th: Icy Prison (Ultimate Magic; while this spell doesn't disable multiple enemies, it deserves mention for how it wins bossfights even when saved against)

While using a build like this, with spells that are mostly from the Core Rulebook, you can make combat unfun for everybody else (including the GM). However, there is also another part of Pathfinder Society you can perform reasonably well in at no expense to your combat ability; social encounters. While it is not a book in the RPG line, Pathfinder Society Primer is related enough to this campaign to be included here I feel. The trait "Clever Wordplay" allows you to use your Intelligence modifier instead of your Charisma modifier for a Charisma based skill; in our case we will take Diplomacy.

So how does this relate to power creep in new sourcebooks? While new options in new sourcebooks might be more powerful than some other existing options, they are generally not anywhere close to being broken like already legal options in the Core Rulebook (and the RPG line). Unless more Master Summoners are printed, new character options that may or may not be legalized for play are not going to be as powerful as what is already legal from the core line of products.

Example Build:
Elfy “I Go First” Elfington
Male Elf Diviner 1
N Medium humanoid (elf)
Init +17; Senses low-light vision; Perception -1


AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 7 (1d6+1)
Fort +1, Ref +4, Will +0; +2 vs. enchantments
Immune sleep


Spd 30 ft.
Melee Quarterstaff -2 (1d6-2)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 1st; concentration +6)
8/day—diviner’s fortune (+1)
Diviner Spells Prepared (CL 1st; concentration +6)
1st—true strike, x2 color spray (DC 16), grease (DC 17)
0 (at will)—dancing lights, ghost sound (DC 15), detect magic, read magic
Opposition Schools abjuration, necromancy


Str 7, Dex 18, Con 12, Int 20, Wis 7, Cha 7
Base Atk +0; CMB -2; CMD 12
Feats Run (Bonus), Spell Focus (conjuration) (Bonus), Improved Initiative
Traits Reactionary (Advanced Player’s Guide), Clever Wordplay (Diplomacy; Pathfinder Society Primer)
Skills Diplomacy +5, Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion) +9, Spellcraft +9
Languages Common, Elven, Celestial, Sylvan, Draconic, Goblin, Orc
SQ: Fleet-Footed (Advanced Race Guide), arcane bond (greensting scorpion (Ultimate Magic)), forewarned +1
Combat Gear quarterstaff; Gear spellbook (cantrips, grease, color spray, true strike, 5 other 1st level spells go here; they honestly don't matter), spell components pouch, 145gp

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On page 19 of the Hell's Vengeance player's guide, Urgraz (the duergar antipaladin) is mentioned as poisoning members of his family. However, duergar are, as a race, immune to poison.

Player here (no spoilers please, unless they are Star Wars related). My group and our GM are perplexed by what exactly some of the officer roles are supposed to do for the Silver Ravens rebellion group. The player's guide details their mechanical benefits pretty well, but completely fails to do say what exactly these roles do for the organization roleplay-wise.

Recruiter, Spymaster and Strategist seem self-explanatory enough for what they do for the organization, but what do the Demagogue, Partisan, and Sentinel actually do for their jobs?

Okay so its like this. My GM had the shadow demon in book 2 kdinapp another player's pc and we learned later she was the slave of shamira but not really a slave more like a pampered pet or something? anyways we rescued her somehow 6 weeks later ingame but now she is pregenant whit shamira's demon child. this character has been mindraped or something and as a result is now loving shamira, her child, and her ex-lover a ratfolk who is another pc. she hasnt told shamira about the child and our gm said that demonchilds are different so it grows quickly and will kill her when born like the baby killed bella. also the pregnant (n)pc is now CE and doesnt want to be good so what should we do?