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Thanks to everyone for your replies!!
The burrow idea is golden tough. Pick a delving bracers of armor, Air Crystals, a good perception score to hear what happens and you are ready to go.
avr wrote: Could be effective, but watch out for the size limit on bull rush. never mind, hydraulic torrent has an exception.
BTW, you do know what 'knock up' is slang for? At least in Kiwi English.
I didnt, sorry not my nattive lenguage. Is kind of informal then?
Hello, i was reading the spell for the qiggong monk, and i was wondering creative ways to use it.
The spell says that it works like a bull rush but in a line, can i set it under a creature feet to bull rush him upside? or does the line have to start in my square, in that case if im tiny and i share the same square can i do it from below a creature?
For a 3rd lvl spell doenst sound too overpowered even if it can do something like that.
Thank you.
Hello!
Thing is my friends and are about to start a campaign playing only weak races (kobold in my case and 15 point build) we came out with the idea of a synthetist centaur carring other two players and delivering death from afar.
BUT... Making a ranged synthetist is giving me some troubles, should i take the archery feats? a lot of reach evolutions with one natural attack? whip? some trhow build?
THe character doesnt have to be very powerfull, just enough to be usefull and overall fun.
The problem i see is that archery and twf requires high dextery but i will use eidolons anyway, and i need some point in constitution and charisma to be able to survive (we are also trhowing dice since lvl 1, got 2hp)
Hello, i was thinking how about using improved familiar into a small air elemental or a silvanshee and then melding with him to use it as my main body.
im a witch and can use my hexes wile melding with him, and tough my hitpoints will be low, the defenses can become very cool. What do you think? its worth to do it or its a high risk low reward spell?
The candidates are: Faerie dragon for grater invisibility, sr 13, darkvision, fly and 18 ac (22 with mage armor)
Silvanshee for inmunity, dr, resistances and dimensional door
Small air elemental (fly 100 perfect)
Small earth elemental (tremorsense and earth glide)

Im playing a "healer" witch right now in a ROTL game, doing fine for now.
I choosed to go stright witch, no archetypes. The hex channeler will loose to many hexes for a so-so ability and a witch without her hexes is weak.
Remember that if you have sacrifice to much to be a healbot you are doing something wrong, the point of the witch is to have the hexes and mix of arcane and divine spellcasting.
Take the scar and healing hex to heal from range, then slumber missfortune and evil eye to have something to do in combat without wasting spell slots and for the heal just take the healing patron, prepare healing/remove x spells and have some scrolls and a wand of cure light wounds.
Last, as the condition remover/ out of combat healer you NEED to stay alive, far from danger and healty. Flight hex helps you keeping away from non-fliers enemies. Toughness, a good con score or even feats that boost your saves will help.
The feats that i take so far are
Iron will
Improved iron will (as i said earlier you need to make your save in order to remove the conditions of the others, you cannot aford to fail that save often).
Extra hex
Toughness (you need to be alive in order to support your party).
Okey, no familiar then. At least not a combat one. Maybe at 7 i will think about a scout one.
Thanks!

Hello everyone, I'm playing a campaign like a witch, I just reached level 5 and I do not decide what feat to take.
The idea of the witch is to use spells like obscuring mist or stiking clod on my enemies, while my party has a blind fight. Now, I was thinking of taking a family member to help me locate enemies in the fog (i know i still cant use hexes cause i dont see them but some areas would work i think) and, in the process, help us to locate invisible foes. The issue is that I do not decide if it is worth taking the feat or not.
(We play with the manuals core, advanced and ultimate magic).
A small earth elemental could locate them with tremorsense, go, flank and do some damage but it would not help me to see invisible flyers. Also has earth glide if things are going bad for him to escape. The thing is i dont know how he would scale later in higuer levels,his attacks may be worth nothing later.
The other option is a pseudodragon, at level 7. It has blindsense that is better, poison (I do not know if it is allowed to milk your familiar to use it in some weapon) and it can be used for scouting.
What do you think is better? Wait for level 7 and take the pseudodragon, go for the ground elemental or just use the feat on a new hex?
I know I can take the feat, use the elemental now and then change it for the pseudodragon, but it would be a cost of gold for only two levels, plus a witch changing family so often is rare.
Thanks!
Thats great advice! Thank you all!
Altough Tatooed Sorcerer seems great isnt allowed so i will have to pass over it, variant channeling is a good idea too.
Nope. Only core races sadly.
The crossbloded dip is a good idea, what about taking elemental+draconic (black) to change the fireballs for acid and the +1 per die?
Thats it, im making a cleric but im a little tired of going melee (usualy grab a reach weapon, enlarge myself and go to town). The idea is to make a Theologian/Eccleasiturge and abuse non-domain spells.
I know that fire/ash domain make good blaster but fire itself isnt the best element and in reduced areas may be a bad idea to throw fireballs, also people says blasting isnt a good choice.
The second tought was caves subdomain (create pit, spiked pit and spiked stones sounds good but the problem is that with flyers im kind of useless)
What do you think the best domain or spell choice is good for a battlefield control/blasting build? What dou you think is better between crow control and blasting?
The idea would be to have a good wisdom and cha in order to have more channels to save spells.
I also know that oracles are good but i prefer the flexibility of a cleric
Hmm spirit oracle sounds good, and the accident hex from slums wander spirit (while not so powerfull) can be used every time i want over and over again if i want to save resources.
Thanks!
So multiclass is out of question then. Ill need to buy some scrolls to be sure to have enough remove x things.
Another question, what about taking eldritch herritage to overcome the lack of resources in long journeys, i was thinking on ectoplasm bloodline, deep earth or arcane. May be worth it?
Beeing blast a poor choice, ill consider taking another feat tree. And EH sounds good.
Thanks for the answers!

Hello there, im playing mummy mask with a gnome oracle of life with the blackened curse. The idea is to make him able to blast but the life mistery was mandatory since i was told the campaign has lots of undeads.
Right now we have ended the first game, we are i te first tomb yet. No undeads so far, but i ended using nearly all my spells in the first encounters and now i just have one more for the boss fight.
Thing is i dont know if take one level of sorcerer in the second one to boost the damage (orc+draconic for the +2 per die) or maybe elemental+draconic to change the fire damage for acid in case fire doesnt work. Also the orc bloodline gives light sensivity wich is bad (even tough i expect to be in tombs a lot of time).
The drawbacks are the -2 to will and having a slower spell progression, while taking it gives more lvl 1 spells to use when i run out of them and obviosly the dame it brings.
My char so far is this:
Str: 6
Dex: 13
Con: 16
Int: 13
Wis: 11
Cha: 18
Traits: Trap finder (Mummy mask)
Gifted Adept (Scorching ray)(i dont know if changig it for magical lineage for intensify burning hands for 10d4 eventually and keep it relevant later, gm is okay since i didnt use neither of those yet)
Pyromaniac +1cl fire spells.
Feats: Spell focus (evocation)
My party has a magus and a natural weapon fighter, we are onl 3 so some encounters may be tough. Thats why i wantto optimize my char.
What dou you think? is worth to take the sorcerer level?
Also the blackened spells count as 2nd level arcane spells to cualify for mystic theurge?
Thanks!
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Im making a build arround Hand of the apprentice (universalist school) just for fun and to see my friends face when i tell them im a wizard with lots of strenght and a big stupid greataxe.
The build so far is simple: Half orc (gives greataxe and falchion weapon prof) with tons of strenght and int. The damage must rely on the greataxe (at least the first levels, while i dont have much spells)
Point blank shot, toughness, weapon focus and arcane strike seems good feats to start.
Any advice to make this more viable? Any way to gain more uses of the hand of apprentice or improve it in any way?
That, our party won a Lyrakian familiar and we dont know how to level up her...
Our gm said that he doesnt know either how to level up the familiar so we are a bit lost here.
How do Hp, spells and starling blast evolve?
I dont get it well, you say boring cause all levels are kind of the same thing?

Hello people!
I'm thinking of a new campaign (homemade), in which my players are not the typical chosen and super powerful heroes that finish with a drágon in a singular duel at high level. This time I want them to experience what it is to be weak, what it feels like to be a npc.
I was thinking of a campaign where only npc classes are enabled (commoner, adept, expert, warrior and aristocrat). Let the players begin in a common village, and be attacked by some (weak) monsters who slaughter their families and from there seek revenge.
The idea would be for everyone to start as commoner on the first level (since they are not supposed to be trained for combat) and from there to choose whether to become adept, expert or warrior, through training and hard work.
Obviously the encounters that would put them would be from a much smaller cr to that of a pathfinder of its same level, but I think it could become a fun game.
The idea is that the adept fulfills the magic class function, the expert a roguish role and the warrior...well, a warrior.
But maybe it would have to give something more to the expert so that it is up to the height since it only has many skills, but it does not gain neither magic nor good bab, perhaps to detect and to disable traps like the picaro? What do you think?
Im not sure if put there the aristocrat since doesnt have much sence to be an aristocrat there.
Do you think this would be fun? Any suggestions?
Those lenses are great! Also a good recon, I'm going to ask the wizar to look at some spell that serves the purpose.
And for the spellcasting... May rage work?

You start level 4 too?
It depends what you like to play if a spellcaster or what. A wizard is allways good to have, and starting 5 you get to haste your party. They only have the investigator to rely on knowledge skill checks and the arcane casting gives you lots of use.
If you want a fun build i suggest you can a with a rock thrower or a goat alchemist (below)
The first one it hits very hard with peebles and if optimiced or just good if you dont want to shine too much.
The second one is an alchemist/shaman build focused on his tumor familiar: Visionary Researcher archetype, mauler familiar and a goat for type, use a feral mutagen to give her even more attacks and cast rage. then take one level of shaman to make your familiar have dr5/adamantine.
Now you are the happy owner of a satanic goat with a pentagram on his face that cames from your body, has no hair, drinks a potion and starts to Foam through her mouth and when she rages her eyes turn red. Also hits prety hard.
They have somehow managed to damaged it? Tell your poor goat to get back to your body and acuse them with authorities for mistreating a little inofensive animal.
You may wondering why a goat? Becose is more fun, nothing in particular.
Our group is playing rise of the runelords, and we are about to fight the final boss of the second book. We know she´s in the clock tower and know she can fly and likes to throw people to the floor but our gm said the boss is a little overpowered and the encounter will be very hard.
We plan on using lots of scrolls (we have spellcasters but we want to save spell slots for the fight) of bear's endurance , bull´s strengt, haste, false life, owl wisdom, fly, see invisibility, protection from evil and even a extract of true strike to each of us thanks to our alchemist. The alchemist also hast tanglefoot bombs so if he manage to hit her, she wont be able to cast spells.
May this be enough to kill her? or is a money waste in scrolls? Any advice?
Posoner´s Gloves (5000 po) is a no brainer if you use it right, you can keep them as a second resource when out of bombs, just use them with a bad extract (such skindsend).
Cloak of resistance/cape of free will +x (1000 to 25000po): Your reflex saves may be good but alchemist will saves are bad, and fail a will at level 11 against a powerfull enemy is bad.
Headband of vast inteligence ( 16000 +4 or 36000 +6): The more int you have the more bombs you can throw and the higuer dc they have, and you may be throwing at least 5 bombs per round, maybe more.
Hybridization funnel es cheap and fun.
Also buy a potion of 3rd level spell made by a lvl20 caster and make it permanent with the discovery (potion of magic fang+5 is good if you use the feral mutagen but there are plenity of good choices, barkskin is good too) 3000po
Yes, but beeing in narrow places and with two allys in front, dm dont let us.
Saw the ring of Transposition, this is a bit expensive but may work. Any other item, spell o feat (already readed the teamwork one but is only with 5ft squares and hes usally far than that)

We are currently playing Rise of the Runelords in a party of five: a fighter, wizard, a barbarian, an alchemist and me, the cleric.
So far we have been doing a fairly simple strategy but it gives us good results. Whenever we fight inside a room we stay in the door, the hallway or the narrower place so that one or both tanks (depends if the place has one or two squares) the alchemist is placed behind the dwarf fighter so that Can shoot arrows without problems, I behind the barbarian so I give support with spells or channels and the wizard from behind cast spells.
The problem is that there are times when the corridors are too narrow (one box) and while the fighter stays ahead doing damage and the others we help with spells, bombs, etc. The poor barbarian is left behind, unable to shoot arrows having many allies covering his vision so that many times he must skip his turn.
Obviously sometimes we let the barbarian go ahead leaving the fighter behind but being taller dulls a little more than the dwarf.
In general the group relies on me to strategize, tell them how to position ourselves as a group or what items to buy when we have lots of gold available, I try to make everyone have fun and that everyone plays an important role in our party.
What I'm looking for is something to suggest to the barbarian when he stays behind, without wasting his actions and without being bored. The only thing that occurred to me is a wand but... without having a vision of the enemy, what spell could be that he can use over and over again without losing any usefulness?
Exactly, Rogar. I'm lvl 3 and I have 9k but shared with the team.. the thing is that I'll have more and the question was that... if it was worth to buy the ring or maybe save some and buy something stronger or more usefull. I'll read about those metamagic rods you two mentioned. I've just red about that pearl and seems a pretty good item too.
HI!
I'm wondering if there's a way to empower spell's damage or duration using objects. I mean... I'm playing a suddenly I found myself with a considerable ammount of gold. As we can buy all sorts of stronger weapons and bows... what about wizards? Is there anything usefull to buy? I mean... a ring that gives me 1 AC for 2000 gold seems... scarce.
Perhaps an amulet giving me +1 to spell's damage or something like that. ¿Am I being too insolent?
haha! thanks!
HI!
I'm wondering if there's a way to empower spell's damage or duration using objects. I mean... I'm playing a suddenly I found myself with a considerable ammount of gold. As we can buy all sorts of stronger weapons and bows... what about wizards? Is there anything usefull to buy? I mean... a ring that gives me 1 AC for 2000 gold seems... scarce.
Perhaps an amulet giving me +1 to spell's damage or something like that. ¿Am I being too insolent?
haha! thanks!
Hello there! our group here is about to start the first book of rise of the runelords and our gm said it will be hard to survive.
The party will have 5 characters, and theres almost shure that one will be rogue and other a fighter/barbarian. Thing is, we have 3 slots more and want the party to have the higuest chance of sucess. We are thinking on something like a cleric/oracle (buffer, healer when needed) and a arcane class (maybe a magus or something like that).
Any advice when building the characters? Is there some class or maybe some ability that is strongly needed in the campaign?
Oh,i see... So, so far the best is something like a Shaman/Eldritch guardian to have a flying fox with dr/5 and some feats, pretty funny concept.
What about given your familiar a mutagen via alchemist level?
Kris Verschaeve wrote: Take two levels of eldritch guardian fighter D10 instead of D12 and your familiar gets EVERY SINGLE combat feat you have.
That´s so good! thanks!
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I want to make a build around mauler familiar and try to make him as strong is i can.
I was thinking on something like a bloodrager with aberrant tumor feat, max constitution (familiar only gets half your hp, so d10+5 (20 con) plus toughness and favored class makes 8 hp per familiar level... not to tanky but not so bad either. Another build would be one level of sorcerer/wizzard and then barbarian for the d12, using first level spells to buff the familiar.
A few answers here... best familiar pre improved familiar fear? and post?
Any non evil class that gives improved familiar earlier?
Any other advice?
That, i dont know what archetypes are legal and what dont.
Third party is allowed too?
I´ll say try an alchemist, you can go ranged and one shoot them with granadier+explosive+conductive bow, you can go mele beast with hyde builds, or you can nuke them all with bombs.
Despite the build you will be having a lot of skills thanks to your high int, and a lot of funny only-alchemist "spells".
You have a good skillmonkey with good Ac and some tricks to ensure to not get bored
Ancient lorekeeper oracle is a strong pick. Just be patient and you will hace the two lists.
Also you can get more arcane spells from your mistery or curse (blackened or flame are good for blasting)
Create Mr. Pitt wrote: You can't go wrong with reach cleric with combat reflexes. With the point buy you can get STR, WIS, CON, and DEX. Maybe grab the travel domain. Either way summon flanking buddies, get a ton of attacks of opportunity, that is the most effect form of tanking. That works too, you can use guided hand feat to focus only in 3 stats, there´s the dark trapestry domains that offers you "it came from beyond" (Only with the archetype) that make your summons much stronger
If where my game i would say no to the feat, a feint is about make a pantomime of an attack to distract him of the real one but i think is agressive. If you want to make yourself better on bluff you can use the classic skill focus (human with Focused Study and half elves can get it free)
Consider taking a dual weapon as its similar to two weapon fight, you can get a cool blade like darth maul`s and go to town. A ninja welding that is freaking awsome.
As for the 1.5 works only if you weild the weapon with two hands (despite you can have it only in one of them), also if you use a one handed weapon with two hands the bonnus go to 1.5 instead of 1
Well, the easy way is to get yourself bigger... You can either buy a enlarge person wand, cast righteous might or use animal shapes (you get it thanks to your mystery at level 16).
There are other ways to grow, ask your gm or your wizzard (if you have one) to talk about it.
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Mmm thing with the tanks is that they are boring if you just stand in there... Make shure you have some fun tricks to do.
-Inspiring commander (d20 if allowed) is prety funny to make good aid another (take halfling and order of the dragon to boost it highest)
-Oracle with life mistery but focused on tank (fey founded and safe curing + combat healer makes a good start) maybe take rage prophet prestige class later.
-Half-orc Fighter with inquisitor VMC (get stern gaze and some cool judgments) and make yourself a debuff master, with the intimidate feat tree and antagonize to make shure they come to get you.
I just readed the mercifull curse (3PP) With that you have a freaking oradin with no level dip into pally, full cast, full lay on hands progression and mercy.
Yeah, you have to heal an ADJACENT ally if they are harmed but you have free action lifelink, elemental form (free heal if they are adjacent) or move action channel... if none of these is enought you can swift action heal him.
Life oracle and order of the star then should be pretty powerfull, Channel energy x1.5 isnt bad.
Oh i missreaded it, sounds pretty cool! I think i´ll take that.
Thank you both!
I dont get how you get the bardic perfomance feat, the spirit gives that?
That could be grat conbined with flagbearer and banner of the ancient kings that also improves your perfomance.
What about battle mistery in place of lore to get combat healer, battlefield clarity (saves) an surprising charge (to help someone if he is far)?
Vatras,you have a point with the quicken spell and the banner/battlecry i guess i have to choose one o the other, as for the saves halfling helps a bit with them and maybe ill grab a cloack of resistance to improve them higer.
I think War priest is better tank while inquisitor deal more dps. Both make good archers btw.

Im making a support oriented oracle and im not shure what feats/archetype should i take so any advice is welcome.
First of all, he is a Halfling with the lore mistery and high charisma. I plan of use him to buff my party with spells and then use some aid other to help mi cavalier and mi fighter hit the bad guys.
Thing are... First of all the archetypes, im between dual cursed or warsighted, dual cursed gives me missfortune wich is golden to help mi team with failed rolls but i miss the bonnus skills given thanks to lore mistery wich is bad. Warsighted in the other hand let me use martial flexibility in order to gain some usefull feats like battlecry or flagbearer, or just whatever i want.
The second thing is the feats... Extra revelation looks wonderfull but there are some other thing that i like, for example point blank shot/covering fire to make ranged aid other.
My build so far will be something like this.
Oracle 1 (Lore Mistery) Dual cursed archetype with Forsaken as primary curse and branded as second.
Str: 10
Dex: 12 (not shure if i should dump this having sidestep secret, but for initiative and ranged attacks is nice to have)
Con: 14
Wis: 10
Int: 10
Cha: 19
Traits: Helpfull and fate´s favored
1- Missfortune revelation, extra revelation feat (Sidestep Secret)
2-
3- Focused trance revelation, flagbearer
4-
5 Fortune revelation, Battlecry
6
7 Quicken spell, Think on it/lorekeeper
8 and higher i will see later if the party survives so far.
What do you think?
As Imbicatus say, focus on a domain strike build choose chaos repose or madness domains, and debuff them all.
You can take a level dip into brawler or martial artist monk (because the best goods are chaotics, and monks need to be legal) if you wish.
You can have to hit (Domain strike), spellcast and ac from wisdom that way.
My friends and i allways play short low level campaigns (levels 2 to 4, 5 as much) Thing is my luck with the attack rolls is terrible and i tend to fail a lot.
Still i want to make a melee character that has a lot of accuracy so he hits almost ever.
Whats the best class to do this?
I been thinking on something like a fighter-Barbarian with catch off-guard, improved catch off-guard, weapon focus and surprise weapon trait.
That way i can hit flat footed foes, with the +1 of weapon focus the +2 of surprise weapon, and the extra str from rage.
Anithing else to boost the hit chance?
Thank you
If i have the Two-Weapon Fighting feat, can i make two combat maneuvers or one and a aid person?
Thank you!
I like halflings too but the damage (already low) will be lower... 1d4 seems almost laughable.
Humans get extra spells and the feat will be welcome i gess
Something like
Something like this will work?
Str 10
Dex 18 (+2 here)
Con 14
Int 10
Wis 10
Cha 14
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