Arcols's page

Organized Play Member. 3 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Hey I'm late to the conversation but I think that ignoring Street Performer Archetype might be a bit of a mistake. I was trying to make a Tank that has a lot of Combat Control, and Disappearing Act has a really cool effect. Make your squishy's invisible to people within 30 ft of you. (It's important to note that the ally doesn't need to be close at all for this to work.)

I charge in and hit with my first attack and try my best throughout the rest of the combat to keep them off my casters and damage dealers. Giving up my action to cast pseudo invisibility on an ally is incredibly useful for me. Especially if they need time to buff, or want to catch someone flatfooted.

It may not be the BEST archetype to take, but I like it more than Arcane Strike and Combat Casting (Mostly I cast Cure Light Wounds and Animate Rope out of combat). There are other people who will always build damage dealers, and other people who will be casting in combat. I feel my best actions as a Battle Herald are to taunt as many enemies into going after me as I can and if one slips past, try and push or pull them off my allies.

I will say though that Rallying Cry would be nice to have early levels (stupid Yeth Hounds), but past level 5 most of my party doesn't need the Will save buffed by my Intimidate, fear happens much less often than Dominate and Hold Person, or any of the other nasty Enchantments higher level monsters use now. And you aren't getting to the coolest part of the Arcane Duelist: Bladethirst which is super cool if you are staying a bard.

And maybe a better choice for a CC Tank is a Stalwart Defender but I really feel that Cavalier/Bard/Herald is still tanky enough to take a beating, and a target that GM's will decide to go after despite being the tank.


Qadira has a neat trait you can take (if you're willing to be that faction for PFS) Eastern Mysteries. This allows me to once per day increase the Save DC of one of my spells by 2. The combo I am working towards with my witch, is to save up for a (lesser) Metamagic Quicken Rod and in one round Evil Eye to lower their Saving Throws, and follow up with a Quickened Hold Person (buffed by Eastern Mysteries)so someone can Coup de Grace while they are paralyzed. Although I probably will die a few times and lose all my money; Stupid Immune to Mind-Affecting plants and zombies and vermin and constructs...etc all make me cry.


So I have a question about the witches Fly Hex...
I know the normal question is about feather fall and levitate on self but I'm wondering about the wording on fly...
"The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch."

So in this it says she can use feather fall at will. cast it as many times as she wants on herself
She can cast Levitate once per day. Again giving her the ability to cast it.
But then.... She can fly, as per the spell, for a number of minutes per day equal to her level...spent consecutively.

Now my question. Does she have the ability to fly supernaturally or Cast fly as a supernatural ability? I've had GMs rule it in different ways based on how pissed they are after I sleep all the humanoids. But I'd like to know if I can fly... or I can cast fly and spend the minutes of it consecutively?