Seltyiel

Aleristhe's page

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So is the new witch archetype any good?
invoking your patron? what does that even mean?


Can someone please elaborate on the Havocker?
I'm guessing the blasts and the Kineticist abilities are weaker than a standard kineticist so I'm wondering in what way exactly.
Secondly, I'm wondering about the new blood hexes. Is any one of them stand out and is really worth spending a feat on? I love the flavor of blood magic.


I recently stumbled upon an interesting combination:
Magical Lineage+Holy Ice Weapon+Furious Spell.
Does that mean that the weapon that is generated with the spell gets a +4 to its damage on every attack?
The text of Furious Spell indicates it requires an attack spell, so I'm not sure about RAW.

Any insight would be welcome.


I disagree. There are quite a lot of good options regarding Oracle revelations that are not dependant on class level.
Freezing spells is awesome for an arcane caster.
Vortex Spells is nice for a Magus.
Safe curing could be valid.
I can probably make a build that makes Burning Magic work as well.
It's all a matter of opening yourself up to new possibilities.


Anything new for witches beside spells? Hexes? Archetypes?
Any info on that would be appreciated :D


I'm building a character for a game that's going to need some bit more fleshing out. I want him to be a spellcaster which specializes in dark, twisted magic even though he is not evil himself.
I want that character to be inspired by Shamans of Fire Emblem and maybe some familiar dark energy tropes from Anime, but unfortunately I can't find spells to make that work.

The class itself does not matter, I'm looking for any tips on building that spellcaster - I've already checked illusion and necromancy, but I'm looking for something a bit more... vile.

P.S Animate Dead and Summoning is something I want to avoid for now, I do not want to clog the battlefield (a summoner is already in the group).

Any tips?

EDITED:
Forgot to mention, spells level 1-4.


Redrazors wrote:
Rogar Stonebow wrote:
Yeah, not really a nerf. You removed her need to cackle. Your gm can find ways to negate the cackle, or remove you from 30 feet. Also. Yu just made it multi use per day. Originally its good for a single encounter. Which the dm could throw multiple ones at you.
No I'd still need to cackle to extend the duration. I don't see how it is good for a single encounter originally as you can continue cackling between encounters.

Yeah, it just doesn't make sense.

Can you imagine a witch bursting out laughing every 6 seconds with no apparent reason?
That's kinda the same. Logically, fortune hex only lasts for one combat and that's it. Just imagine that if you search a room for 10 minutes, you have to cackle 100 times.
That's a bit ridiculous, don't you think?


DM Sothal wrote:
Aleristhe wrote:

Can someone share some details about the Witch archetype?

Any psychic spells for the old spellcasting classes?

** spoiler omitted **

Yeah, there are spells for other classes, many of them are.
Sorcerer/Wizard (for example) gets 4 for 1st level, 6 for 2nd, 9 for 3rd, 8 for 4th, 9 for 5th, 5 for 6th, 7 for 7th, 1 for 8th and 1 for 9th level.
Druid (for another example) gets only 2 for 3rd and 1 for 6th level spells.

Does the witch lose all her hexes?


Can someone share some details about the Witch archetype?
Any psychic spells for the old spellcasting classes?


I now realized this can be done with some more elements (burning magic, vortex spells).
I think that's like... a really good flavorful choice for my campaign world (mages are very much Dragon Age inspired, being cursed and haunted and stuff, so it works well with the fluff of the Oracle's curse).

This combo is indeed cool.


Hey guys,
I'm trying to build a blaster wizard for some experiment I'm doing and then I stumbled upon this weird combo.
Admixture Wizard, take all the blasting you want but specialize in cold spells (via spell specialization, varisian tattoo etc)
And use the VMC of Unchained to take a dip into the oracle class.
By level three, if you pick the Waves domain, you can get access to the Freezing Spells revelation, isn't that a bit too much?

Is this legit according to the rules?
Am I missing something?


I would like going on for Celtic, Greek or Mesopotamians.
Maybe I could also provide some insight regarding Hindu, Chinese and Buddhist pantheons.


Mark me interested.
I'm a mythology geek myself.
Love researching and reading about stuff like that, and I'm willing to help if you need some =3


Thanks guys!


Hey guys,
Got a quick question:
If a character enhances his base attack bonus from 4 to 6 through divine favor, does he get an extra iterative attack?
Didn't anything about that in the PFSRD.

Thanks in advance!


In the movement section under tactical movement - it says that hampered vision would reduce the character's speed.
Now, I'm building a witch who's all about debuffing and I'm taking thorny entanglement as a spell (for flavor reasons).
I know entangled status and difficult terrain are kinda neat, but how can I add to that obstacle?
If I use my Swamp Grasp hex, will it stack with the thorny entanglement's difficult terrain?
Or maybe, I could do something regarding the enemies' sight in order to hamper their movement even more? If so, how?

Thanks in advance. =3


Splendor wrote:
Quote:
A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.

Listed under this is....

Quote:
Witch Hex: The shaman selects any one hex normally available through the witch’s hex class feature. She treats her shaman level as her witch level when determining the powers and abilities of the hex. She uses her Wisdom modifier in place of her Intelligence modifier for the hex. She cannot select major hexes or grand hexes using this ability. The shaman cannot select a witch hex that has the same name as a shaman hex.
Looks to me like the Shaman can only take one witch hex.

Well, according to logic he already gets most of the hexes a Witch get anyways, that's what I meant.


Snallygaster wrote:
I haven't gotten to the point of reading the final shaman thoroughly, but I was worried about this during the second playtest. The witch is probably my favorite 9th level caster, and if it is true that the shaman outshines the witch, I don't think it would be impractical to let them take hexes from one another.

My point exactly.

The Shaman can select any Witch Hex, but he does not gain access to Major and Grand hexes (If I understood correctly).

Even though, he has access to his Spirit hexes, which offer something of the sort.
My point being, I think the Shaman and the Witch are interchangeable and are basically two different aspects of the same class, and I really do enjoy it. (The Shaman is basically my favorite new class, fluff-wise)

I just think that as the Shaman can select any Witch hex he wants, the Witch should be able to choose the hexes the Shaman can pick and that are not bound to a Spirit. (A Shaman has a lot of hexes not tied to Spirits, and they are generally good and very flavorable.)


I must admit I really do endorse pretty much everything in the new book. I think it is totally awesome.

But I have some sort of a feeling about the Shaman - that his hexes (not the ones bound to spirits) simply outshines those of the witch.
I've notice he could take any witch hex, I was wondering if it was vice-versa?

I didn't see anyone mention it yet, and I failed to notice something of the sort in the book.

Even if doesn't exist, I think I might houserule it in, what do you guys think?