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As a Paladin, there are only 2 really important skills. UMD and Diplomacy, anything else is just gravy on your already awesome godly CHA based skills.


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I STRONGLY recommend Dangerously Curious as your 1 noncampaign trait. This gives you Use magic device as a class skill. Make sure your human with a 10 INT and you can easily drop 1 skill point a level into this GODLY skill. Getting a wand of Mirror image You will greatly increase your odds of survival.

I recommend using a Scimitar 2 handed but you can use a falchion if you like. I like using a scimitar in 2 hands because you can just use 1 hand and full attack in a Grab/Grapple situation. the damage difference between the 2 weapons is 1.5 damage. This also lets you use a shield when needed. I recommend using a shield the first few levels till your health pool is nice and fat. Add a weapon cord and you can reduce the punishment for being disarmed as well. You can ignore this info if you are dead set on a falchion.

Human: Fey Foundling
1: Power Attack
3: Extra Lay on Hands
5: Greater Mercy
7: Lunge
9: Improved Critical
11: Big Game Hunter (Rise of the Runelord Feat)
13: Ultimate Mercy

Do NOT buy keen...Paladins will want Improved critical so they can use Bless weapon and autoconfirm criticals on evil creatures. (Which will be plenty in this campaign). Bless will not work with Keen but WILL work with Improved critical.

If you do change your mind about using a reach weapon then I would pick up COmbat reflexes in place of Extra LoHs in the build above. Without getting too much into spoilers, at around level 8 in the campaign a majority of your enemies will have reach themselves due to size. Another reason I added Big Game Hunter to the feat list. Big Game Hunter is basically Weapon Focus and Weapon Specialization on ALL your weapons versus anything Large or Bigger. It will be like taking 2 feats.


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Kelemvor187 wrote:

I've looked at the warpriest and i found the following negative points:

- less access to domain advantages
- less bonus feats than a multi-class cleric/fighter
- sacred weapon is rather useless when using a reach weapon, which are normally two handed weapons with greater damage than the sacred weapon damage
- worse saves than multi-class cleric / fighter
- channel energy comes very late

So i'm not really convinced that this mix-class is an equal to the multiclass cleric/fighter.

Channels have to be built around and are pretty crappy even on a pure cleric. Leave channeling to CHA based classes like Oracle and Hospitialar paladin. Don't waste feats on it or even your point buy.

As for Cleric Domains, they are nice...but many abilities are hardly used after 10th level. It is more about that sweet spell list.

Sacred Weapon damage only comes online when the Scaling damage is better than the weapon...if not you use the highest damage dice. However, unless you are a vital strike build the base weapon damage is negligible. Most your damage will be the tag on damage via Buffs, STR, Power Attack, Weapon Specialization, ext.

A warpreist will have better saves than a Multiclass

A Warpriest gets a LOT of feats...more than the Cleric and only a few behind a pure fighter.

The only valid thing about your arguement is the Domain "Advantages" but this should not be your ONLY deciding factor.

Best Choices for you:

Hospitalier Paladin - Can have both good Combat abilities and healing/removal. Less spellcasting to have to deal with.

Straight Cleric with a Reach weapon- You only need Combat Reflexes and Power attack. Everything else is pretty open to you.

Warpriest- A good medium ground between fighter and Cleric. I think it is an amazing class...especially Levels 1-13 when Fervor gives you swift action buffs. A Pure Cleric has to wait till Quicken spell for this kind of action economy. This alone sets the class out ahead in the early game.

Battle Spirit Shaman- This is actually a really good class that the power is hidden. The battle hex Battlemaster is basically giving you 2.5 Feats over the course of the character. You can take Evil Eye as your first hex and give things -2 AC or -2 to hit you and as long as they are not immune, it will at least work for 1 round. Later this can be increased to -4 at level 8. Then just Chant to keep it up. But what really set this class apart is the Utility of picking a wandering hex and spirit every day. You can be the guy casting a Fireball and wading into battle grabbing AoOs with a reach weapon. You can pick up the Lore spirit and cherry pick arcane spells and cast them in medium/heavy armors. You can grab spirit abilities that really help out like the slum spirits Doors Everywhere or Heavens Stardust to outline invisible critters OR to cancel blur/displacement effects. The Cherry ontop of this awesome pie is you are a 9th level caster as well.


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I recommend Evangelist Cleric 10//Uncahined Monk 5

Use no armor and get that Wisdom to AC and after you get monk robes the +2 AC will be nice. You will use the Monk Levels for Defense mostly. Evasion and good saves are really nice. You will want a guided AoMF so your wisdom is added to damage. This gives you Stunning Fist if anything happens to get to you and you can just walk away.

How you build is Up to you. The most popular is Heroism domain for the Level 8 power. Taking Sacred Summoning you can: Standard- Summon, Move- Bardic Performance, and swift- Heroism buff. Your summon then can act while buffed up. Your entire team will be multiplied into doing more damage.

Another way to build is with Feather Domain, Evangelist PrC (Erastil) ((work in Pre-reqs)), and Sacred summoning feat again. You don't get the heroism but you do get an animal companion who will do plenty of damage after being buffed by you. You will be Performing to buff everything on the field.


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If you want to melee and have some healing...I suggest a battle shaman. Wandering Spirit+Hex offers great utility as you need it. You will have access to some healing abilities as well as the Slumber Hex which is very strong in this campaign.


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Atalius wrote:

Starting a new campaign in two weeks, looking for opinions on which one to start. We have already played CotCT and RotRL. Our GM has suggested one of the following: carrion crown, skulls and shackles, shattered star, giantslayer, ruins of azlant.

Of these which one would you recommend most? If not one of these, then please could you suggest another. Thanks all.

Since you have played RotRL...you can keep the feeling of Runelords and such by doing.

Shattered Star-> Ruins of Azlant.


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Blood Money, Magic Jar, EFS, Limited Wish, And Pick one (DOminate Monster, Mage's Disjunction, Gate, or Wish)

I personally like Magic Jar->Blood Money-> Limited Wish. Very good Combination as you kill the possessed creature while impacting the fight with your limited wish spell.

EFS is still a decent defensive option even in the higher levels.


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Dazing Acid Pit seems like a LoL Situation for the PC who casts it.

But really it all depends on what level you're going too and what level you want the build to come online.

If you are going to 15+ you have to consider Spell Perfection and higher level spells but if you are only going to say Level 12. You're looking more at Level 1-4 spells.

What is the Level range?

Also do not look down on Rime spells. Snowball, Flurry of Snowballs, Ice Spears are all nice control spells when Rime is factored in. A lesser RIme rod is 3k and is a very nice investment. Heck, I usually find myself LOading Rime Frigid Touch into my Spellstoring armors and weapons just because Entangled + Staggered is Brutal.


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Bumpadie

LIke serious, this is worth an FAQ. Not just for Blood of Life. I have seen people trying to do Multiclassing with Skald's Vigor as well which would fall under the exact same ruling and interpretation.

Paizo...Can we get a FAQ...like serious this would take you guys all of a few days to conclude and make it official.


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Redelia wrote:

There are different classes that would be good. Maybe it would be interesting to come up with an effective party in an undead heavy campaign.

martial: paladin
divine: cleric of Sarenrae, sun domain
skill monkey: either unchained rogue (if tomb crawling, because then probably lots of traps) or bard
arcane: ???

I don't think I'd try to mix a necromancer and a paladin in the same party.

That is if you believe every necromancer is evil.

It is very easy to make a Necromancer who does not Raise Undead but Commands undead already created to accomplish the greater good. The Paladin can easily be told, "What doesn't die in our Service you can put to rest. Let us just let them die helping us in our noble goals."

Command Undead both spell and feat are not evil in any way and many Necromancy spells can be used without evil. Magic Jar, Waves of Exhaustion/Fatigue, Ray of enfeeblement, Fear, Vampiric Touch, ext.

Most people hear necromancer and it brings up negative thoughts. Much like how you are conditioned to think negative of conspiracy theorist. It is a conditioning in most people's brains.


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Redelia wrote:
Paladin can be fun, since smite gets extra damage versus undead, and divine health is nice versus mummmies. I believe they also can get an anti-undead ability on their weapon from celestial spirit.

Like Athaleon said you can Take VMC Cav (Order of the star) and really drive home your Channel energy and LoH abilities.

But the casting abilities are extremely lacking...But for Melee and in combat with Undead a Paladin will rock.


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I personally love a good old fashioned Wizard Necromancer.

They get Command Undead as a free feat and access to the spell Command Undead very quickly. My necromancers usually start with a 19 (after racial) INT and a 13 Cha so I can with magical items/feat keep the Command Undead up to snuff. Also, makes for a charming Wizard able to talk his way around things.

There are classes that do perform better at controlling large amounts of Undead but I just feel the basic wizard necromancer hardly needs much investment to be a great character. Plus having access to the games strongest spell list also is a huge bonus.


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I had a half orc bloodrager whose mother was a female Orc Shaman. The spirits told her to make a slave out of a human and conceive the half orc who will bring the races closer together. Turned out that the child became Pirate King of the shackles. (Killed everyone who stood in his way of the throne without mercy.)

So much is possible with a half orc.


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Melkiador wrote:
Louise Bishop wrote:

The party already has 2 rogues in it.

And No UMD Check> UMD check and chance of failure on a 1 and locked out of the wand for a day.

But they already have 2 rogues, so using scrolls or wands is hardly unique to the warpriest. And if one rolls a 1, then they can just pass it to the other. I'm just saying the warpriest isn't that hot at being a healer, and even the healer things it can do, aren't really that needed.

Healing should be a side job on any build.

Which is what he mentioned about it being out of combat. Also at the end of the day, any leftover spell slots can be converted thus saving resources and expendables as well. Warpriest is a great frontline and he has an interest in playing one.


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Melkiador wrote:
Louise Bishop wrote:
Melkiador wrote:
The warpriest doesn’t meaningfully have the resources for healing. It’s ok at status removal, but it’s spells per day are pretty limited and needed for keeping it relevant in combat.
Easy access to wands and scrolls. 750gp for a 50 charge wand of Cure Light wounds.
Yeah, but that's rarely unique to the warpriest. A rogue with a good UMD, could do the same thing.

The party already has 2 rogues in it.

And No UMD Check> UMD check and chance of failure on a 1 and locked out of the wand for a day.


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Melkiador wrote:
The warpriest doesn’t meaningfully have the resources for healing. It’s ok at status removal, but it’s spells per day are pretty limited and needed for keeping it relevant in combat.

Easy access to wands and scrolls. 750gp for a 50 charge wand of Cure Light wounds.


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Merellin wrote:
Not quite sure.. Hmm... I guess a somewhat balanced warpriest, Who carries maybe 3 diferent weapons (Blade, Blunt and Reach mayhaps)And trains hard to be a good fighter, But also casts some spells, And tries to keep his party alive with after battle healing.. Hmm...

Warpriest of Shelyn with Bladed Brush feat? Covers a Blade and reach options all in 1.

Then just carry around an Adamantine Morningstar for DR Bludgeoning and Piercing. I say Adamantine because you can use it to break down doors and things with ease.

If you want to make him weaker physically perhaps use Guided weapons or Guided Hand feat which allow you to use your Wisdom for attacks.


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lucky7 wrote:
Have you considered Magus? It has both casting and melee potential.

Alchemist, or Investigator would seem to be a nice fit. You can make Melee Alchemist and Inquisitors easy enough. Strength-based with a reach weapon. Vivisectionist Alchemist is very nice as is Emp Investigators.

An Inquisitor or Warpriest might also fit saying he gave up trying to study arcane arts and turned to a deity for strength to surpass his Kin.


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Risky Striker Feat
Power attack/Pirhana Strike

Then you can use spells Like Lead Blades.

Then Enchantments on the weapon.


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Gorbacz wrote:

Emergency Force Sphere is an obvious case of designer having a great idea about a spell but failing to imagine how the implications of its practical use. Just like with Snowball.

It's not "punishing people for playing halfway decent casters", it's eliminating non-core cheese which pops up every now and then. Full casters are powerful enough with their CRB spell lists.

I can understand playing CRB only but when you allow everyone to build with any Paizo only material then start stripping things from 1 player mid-campaign and taking focus on trying to actively kill that player because you as a GM hate the class and how powerful it becomes is straight BS.

But also proof that they are top tier when people feel like they should be highly limited and not given the same ability to pick what is available.

Now if EFS is such a problem then I would believe the staff would Make it not PFS legal or "Fix" the spell. But it has been out for YEARS now and no such thing. As a matter of fact, it has been out for 8 years now.


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Plus we are weighing the class's ability to handle. Not what any class can buy to win fights. Strictly based on what the class has to bring to the table.


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Guardianlord wrote:

So just generally no to using Hunter then? I was hoping to avoid using UMD as my CHA would be my main dump stat, unless there is a way to use WIS for the skill.

Fighter certainly seems like it has good synergy with Bolt Ace, especially for feats and weapon/armor training, could be a good way to get medium armor on a DEX character.

I do not know if mixing Inquisitor and Hunter with Bolt Ace is ideal, and the only Inquisitor builds I have seen have been Hand Crossbow TWF with tail/Mutagen Arm builds to take advantage of the limited duration of Bane. I am not a huge fan of TWF crossbow builds like that.

I was hoping there was a way to make Hunter/Bolt Ace viable.

Hunter is a class that is basically a Pet class where the hunter is more like the Feat and Spell Provider. It has some martial ability itself but depends heavily on flanking with the companion. When it comes to archery and teamwork feats there just are not enough teamwork feats worthwhile to make the dip even remotely good. All the other abilities of the class do not mess well with much multiclassing either. Typically the only Dips a hunter would take is Wild Child Brawler (keeps Animal at your HD level and lots of other goodies), Monk or Fighter. Because Hunter gets everything it could want by Level 16. THe last 4 levels tend to be dead levels and that is why people multiclass a hunter. But they tend to take a class that adds a lot more than they would get from Hunter.

If you are wanting UMD to go off Wisdom the trait Wisdom in the flesh is your go-to trait. Take dangerously Curious and Wisdom in the flesh and you are golden for Wisdom-based UMD checks with a +1 to it and trained class skill ranks.

I never said Inquisitor/Hunter AND bolt ace...that would be too much dipping. I was talking just Bolt Ace and Inquisitor. You can make builds without TWF. Those just get more DPR. But your damage with just a regular crossbow will be sufficient as well as be a good skills guy with some Divine casting and access to spell trigger/completion items without a UMD check. But if it is not up your ally cool beans, it is just a popular dip for Bane and the front end package of the inquisitor class.

In pathfinder Multiclassing tends to not be Ideal. With the additon of new stuff that is changing but there are classes that are not ideal for dipping and you would be much stronger staying a single class then dipping. Then there are other classes (Swashbuckler) who do better dipping than staying pure to the class. The later levels offer very little and you end up stronger dipping out the class.

A few good Classes to Dip into after 5 Levels of Bolt Ace are:
Fighter
Ranger
Slayer
Inquisitor
Arsenal Chaplain Warpriest

I feel the only thing you would get from the hunter class is a nifty mount, Precise Shot, and Gravity Bow a few times a day. To me, that is not enough worth a dip.


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Flight is a very good personal Hex. It offers the witch a lot for herself. But I know in former threads I discussed why I do not like it. Too many ways to Get flight that I feel it is a waste of a hex especially later when you can buy a broom of Flying, or Use extended Overland flight and have all day flying. I tend to think Fly is good enough of a spell and able to be used on anyone in the party.

But it is completely up to you and how you feel the character is developing. I just know I have won fights by simply casting fly on our group's archer and watched them rain death from above on creatures with no ranged response. Basically, an Auto win in certain fights. But Flight Hex does save a witch and also can be used to bypass hazards that others struggle with. So it is a double-edged sword. The way I handle it is I prepare a fly spell and have a scroll just in case. I always buy a lesser rod of Extend and this is a buff I like to use it on. Then later I do the Overland flight thing. If I am given enough cash I do buy a broom of flying because it is just appropriate for a witch to have a broom.


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I would just give it to him. Mount is the most underwhelming of the divine bonds.

If your really hard pressed you could push back detect evil to 5th Level which honestly could help you as GM from uncovering a certain story plot earlier than normal if he spams Detect Evil constantly.


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Merellin wrote:

So, Say I wanted to be a witch, Who does some off healing, And support, And messing with enemies in combat and a bit of buffs, What hexes and spells would you consider must haves? I know of Cackle and Evil Eye and Misfortune, But other then that, What would you recomend?

Oh yeah! And what Patron would you recomend for a healy/supporty/messy with enemy type of witch?

Must Have Hexes:

Evil Eye
Cackle

Good Quality of Life Hexes:
Slumber
Ice Tomb
Misfortune
Flight (If you're too lazy to make a Broom or take the spell..Its good but I just get my flight from elsewhere)

Spells:
Ill Omen
Accursed Hex

Best Patrons:
Occult- I love this for dealing with Undead besides Cure spells. Command Undead is just golden ticket winner.
Time- One of the most powerful on the list
Shadow- Shadow line of Spells can be very nice thing to have.

Best Choices for a healer type Witch-
Herb Witch Archetype

Cauldron Hex- Pass out cheap potions for more healing/buffing in a day.
Healing Hex- Helps mid combat when needed and saves you preparing as many.
Evil Eye- a -2 or later -4 to AC or To hit can save Lives, Negatives to Saves helps if you have another controller or heavy caster in the group.
Fortune/Misfortune- I prefer Misfortune because your allies stay for the day but enemies change per encounter.

Patron- Ancestors, Agility, Endurance, all come to mind as having some team friendly buffs

Another option is looking at the Shaman Class for a support character who can heal and has access to Hexes. Very fun and powerful class.


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Davor Firetusk wrote:
The game is too complex to ignore the utility of a serious healer.

No one is saying avoid healing. We are saying it should not be your main focus to stand ready to heal and waste action economy on it when you can end the threat causing damage as opposed to wasting more turns and resources on healing every single hit.

I have been in MANY games where people play dedicated healers. They do nothing but Buff round 1 and stand ready to lick wounds and apply band aids. This is what the more advanced community tends to dislike about the term "Healer".

Here is a scenario:

Life Shaman #1 @ Level 3 (The Dedicated healer)
Round 1: Bless, Move, and End turn.
Round 2: Move, Cure light wounds to fix the 10 points the Fighter, End turn
Round 3: Cure again because he took more damage from the 2nd guy on him. still 2 enemies up.
Round 4: Chasing fighter who is trying to chase down targets to kill and taking his licks back as he goes.
Round 5: Fight might be over, might not be over. How many attacks were allowed to continue to be thrown at the fighter?

Life Shaman #2 @ Level 3 (The Support)
Round 1: Bless, Move, and End turn.
Round 2: Move, Slumber, (one of two targets drops)
Round 3: Looks at the condition of Fighter...1 enemy left. Slumber enemy and fighter/team are in no danger anymore. Pulls out wand and cures that 10 points the fighter took.

The difference is staggering because the Fighter took less damage and the group wasted fewer resources to accomplish the same goal of combat victory.

Both are capable of healing..but 1 strictly is a healer and the other brings more to the table.

That is the difference between Reactive healing and Proactive Supporting. This is just 1 example as there are countless other ways to contribute.


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Guide to Necromantic Success with the Wizard Class.

I absolutely love the guide and has helped shape my Necromancer play. It is my favorite school of magic and I NEVER give up necromancy.

I know some other classes have more HD they can control and animate. But I love the Wizard list as it is the most powerful in the game while having the most utility beyond your specialization. It is my recommendation for you.


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ekibus wrote:
Yup, sadly 3 years ago was a different time. Honestly since the nerf I stopped playing him and honestly in 3 years the shaman hasn't gotten much love. Spirit guide oracle is almost better than the shaman :/

For reactive healing builds yes. But for a more proactive supporting then I prefer shaman. Hexes are amazing for preventing damage with the right ones. They also provide some utility. I also like prepared casters for Status removal so I do not waste my spells known on remove X.


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Lady-J wrote:

what are all the ways one can improve channel energy weather it be die size, amount of die, flat number boost and most importantly range(must not be a favored class bonus)

phylactery of positive/negative energy is already noted

VMC Cav Order of the stars. You will greatly increase the Dice once Calling kicks in. Not to mention give a teamwork feat to hand out and getting you Challenge 1 time a day.

calling wrote:
In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.


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Atalius wrote:

I'd like to thank everyone thus far in the progress of this character, there are too many names to list, very much appreciate your experience. I was hoping now I could get some help of which feats to select.

The statblock isn't set in stone yet but here's what I have so far:

STR 18
DEX 14
CON 15
INT 10
WIS 12
CHA 7

For traits I have Fates Favored and Carefully Hidden. Along with Sacred Tattoo and Dragon sight. Favored class bonus going into Superstition all the way through. Now here's what I have for feats thus far:

Level 1- Power Attack

That's all. Please help with the rest of my levels :)

Feats:

Level 3: Raging Vitality
Level 5: Extra Rage Power- Beast Totem
Level 7: Improved Sunder
Level 9: Improved Critical (Use a Falchion or Scimitar in 2 hands)
Level 11: Combat Reflexes (For Come and Get Me)
Level 13: Raging Brutality
Level 15:
Level 17:

Rage Powers:
2: Lesser Beast Totem
4: Superstitious
5: Beast Totem
6: Witch Hunter
8: Spell Sunder
10: Greater Beast Totem
12: Come and Get Me
14: Eater of Magic
16: Mighty Swing (Use this to confirm Crits on your lower BaB swings)

This is a very straight Forward Build that does the job of killing things.

I tend to not like this build type tho as it is boring and is basically an "I swing a big weapon but can hardly do anything else" kind of build.

The last Barbarian I built to be used in a game as an NPC was Thunder and Fang. Was much more interesting as it took things like savage Dirty trick, Knock Back, No Escape. And avoided Superstition, Spell Sunder, Eater of Magic which made it feel much less of AM STUP*D BARBARIAN. Which I totally despise and think it sounds like a guy with brain damage. A huge reason I go to Bloodrager for my Raging Class as they offer a ton of option without having to feel like I have an IQ of a potato in character.


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Malefactor wrote:
Come to think of it, they could use blood money and do all the above for free, no shame whale required.

Lol yes, they can and probably would.


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Malefactor wrote:
I think that we are forgetting two very important things. Firstly, dragon are smart. Smarter. Than. You. A gold dragon is already smarter than most elves when it first hatches, and only grows in cunning as grows in size. If it isn't smarter than you, then you are probably a high level Int-based caster, in which case it is probably wiser than you. Anything you can come up with to fight it with, it is going to have a contingency for, and it has had a very long time to set up such contingencies. This leads us into our second problem: Dragon are full casters. You know all those crazy spells that been released over the last 8 years or so? The dragon has access to ALL of them. "But Malefactor," you might be saying, "dragons are spontaneous casters! They can't just prepare whatever spells they want!", to which I say, "That is true, dear hypothetical reader, but they don't need to be." Dragons have two big tricks that they can pull, and one of them is access to the entire wizard spell list, and the ability to cherry pick the best ones. No one ever said that dragons always had to have the exact same spells known as the ones in the Bestiary, and every change can make your stratagems fail if you don't account for them. Say the dragon decided to learn a different spell than alarm or mage armor for one of its first level spells, let us say that it learned Keep Watch instead. BOOM, now this overgrown lizard who already couldn't be put to sleep now never needs to sleep, putting all thoughts of ambushing it in the middle of the night to bed for good. They could know Permanency and then you have to deal with a dragon that can See Invisibility, has Arcane Sight, and has the effects of Greater Magic Fang on all of its natural weapons. Or, if the Dragon is the sort who doesn't like to get its claws dirty, it could just hang out on a timeless demiplane and interact with the world through...

Let us not forget Wish and Limited Wish being a common spell Dragons enjoy. So really yes they know most spells.

But yes well said.

I think the only way these low-level PCs are going to take down an Ancient Gold is going to be Cheezy things that most People tend to frown upon.

Only viable non-cheezy one is Acquiring the Gold Orb of Dragonkind. And even then a DC 25 Will save is easy Peezy for an Ancient Gold. SInce it has a +24 Will save.


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Chromantic Durgon <3 wrote:
Orb of dragonkind would be a kewl one.

Yes, it would be really cool. All Dragon's hate them and would help characters fight such a powerful foe.


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If you know your Alchemist goes after you then you can set up the skinsend for him.

Evil eye the monster, cackle, familiar-ill Omen wand. Alchemist goes and will most likely land the skindsend injection.

Both witch and Alchemist should collaborate in game and come up with combos and combat Strategies. I am sure you two can come up with a ton of enemy breaking things to do together.


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If you have access to 3rd party materials you can pick up a familiar and improved familiar for a small negative energy elemental. If your in his aura your negative energy spells and abilities are maximized. Grab a greater Empower rod to empower it.


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Atalius wrote:
Louise Bishop wrote:
If the Ill Omen is followed up by a Slumber Hex, Ice Tomb Hex, or Misfortune Hex I do not believe they get to Spellcraft it. They are Su abilities and are not spells being cast.
Wow nice play. So your saying someone in the group (or my familiar) should have a wand of ill omen and I could follow it up with a slumber or misfortune for the win?

Yes, this is why I suggested Improved familiar about a month ago in the other threads. It's a way to land a Hex without dedicating a feat to Accursed Hex if you are tight on Feats. And since your spellbook is your familiar you always want to make them stronger and have ways of staying out of reach (Flight, Invisibility, ext)

I know you're looking for Items to buy...A stone Familiar is a great Item to backup your spellbook in case the DM wants to gank it you will at least have your spells till you can replace the familiar.


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You may want the Trait Transmuter . It is as strong as a feat for you giving all transmutation spells +1 CL and Extends an Animal buff 1/day.


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If the Ill Omen is followed up by a Slumber Hex, Ice Tomb Hex, or Misfortune Hex I do not believe they get to Spellcraft it. They are Su abilities and are not spells being cast.


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Dave Justus wrote:
If you want to be a skilled character, go with Bard.

Yeah, Bards and Rangers tend to just perform better all around than Core only Rogues.


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Atalius wrote:
We have a new player in our group he chose to be a two weapon fighting Samurai he enjoys the flavor of being able to own his enemies with a dual wield wakizashi. He was wondering what would be some good feats or other strategies he can do in and out of combat to enhance his experience? Oh and he has 11 ranks in Intimidate he's level 2 which pairs nicely with the group Witch.

Some general Tips:

Greater Two Weapon fighting is a trap feat and you should look to Two Weapon Rend for the extra attack instead.

Some good feats: Weapon Focus, power Attack, two weapon Fighting, double slice, improved two weapon Fighting, improved critical, two weapon rend, iron will (always shore up your weakness).

Good Enchantments: menacing, Valiant, spellstoring (witch fill it up).


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Spacelard wrote:

Well if I was running the campaign you can forget having Blood Money in your spell list...

I'd tell you why but...Spoilers!

At least till book 4 when you're given access to it via an item.

Now as for the OP:

I do not believe you will have time to craft more than +1 Rods in this campaign. At several points in the books, you are put on a tight time schedule. And between Rods, scrolls and Wondrous both taking your time. Your familiar can help but you can only work on 1 item a day and the higher level you get the more days you will be committing to a single item.

Enchantment- This school actually does very well in this campaign as the enemies you will be facing will have lower Reflex and Will saves than Fort saves. I do not recommend a Summoning focus as in the last book your summons become utterly useless. No player likes when the spell list they have becomes un-useable.

Battering Blast- If you're not taking the meta magics to make this good then it is not worth it. The blasts will just be softening up targets. You can always grab an AoE spell for controlling groups. Or you can prefer Emergency Force Sphere and have a "Not today" button on demand. (What do we say to death? Not today!)

Traits:
Outlander- Lore Seeker- I loved this trait. Plenty of things to pump up. Glitterdust with your Greater spell focus Conjuration will make it a brutal spell, all campaign long. Fireball/Lightning Bolt or a favorite blast spell is nice to pick for both DC and CL. Really it is hard to mess this trait up.

Reactionary- Going first is more important than Perception. Make your Headband of Vast INT give you Perception as your first skill.


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*Khan* wrote:
Louise Bishop wrote:


Spirit Guide Nature Oracle. Just stay alive till Level 20 and become a God. Should not be hard to stay alive either as you have a ton of options.

How do you become a god??

Use CHA for most everything.

Level 1 Feat: Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

Revelation: Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of the danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

If you want VMC into Bard or just take Divine Fighting Tech Shooting Star

Shooting Star wrote:
Initial Benefit(s): You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score).

SO at this point, you get CHA for Initiative, AC, CMD, Attack, and Damage.

At Level 20 you get your capstone:

Capstone wrote:
At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate (see the Pathfinder RPG Pathfinder Roleplaying Game Bestiary). This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.

With 9th level spells, you want both Miracle and Create Greater Demiplane. Create you a nice Permanate Timeless Demiplane. Go to said demi-plane with your capstone and some nice gold. Cast Maximized Awaken on your animal self, Cacoon back into an animal, Then Repeat till broke. Each time you cast Maximized Awaken you gain +3 CHA permanently while your INT becomes 18. Build that CHA up to unreal levels like say 500. Now you have a +250 Modifier for Attacks, Damage, initiative, AC, and CMD. You go first, Have lots of Miracles to solve all your problems, and can hit like a mac truck. The more cash you have the higher you jack that up. Your only downfall is your saves so you're gonna want to buff the crap out of them with magic items. But you're untouchable in melee and can out damage most people with a full round attack with a star knife.

Since he is MYTHIC he has so much more action economy and toys to play with that you pretty much can kill anything that has a stat block. There are even mythic options to grant divine powers to others like a Deity does.


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I want to bring this to your attention.

Fascinated wrote:
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

Please read the Bolded Part carefully.

As cool of an Idea as it is. Fascination is not the best IN combat condition. It allows many rolls to shake the effect. And a Non-Fascinated Creature can shake his allies Free.

So I am not sure How combat effective this condition will be for you.


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Grizzly the Archer wrote:
Which hexes, spells, and revelations did you use from each? Never saw slums before.

You get all the spells added to your list for the Spirit you choose.

As for Hexes. I enjoyed using Heavenly Leap from the Heavens Spirit. Bad Penny from the Slums Spirit (grease palms then charm them), Life I used Enhanced Cures.

For my Mystery:
Channel
Life Link
Life Sight
Elemental Body- From Ring of Revelation


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Reduxist wrote:
Chess Pwn wrote:
the issue is that the morale bonuses don't stack, so good hope and heroism or DoHC isn't a good idea because they will be overlapping. I'd look for a domain that gives you something different so they stack rather than overlap.
I know they don't stack, I'm more interested in spell selection. In case I end up in a party that doesn't have a bard available, being the main buffer can help out a lot.

A cleric of Shelyn can prepare Good Hope, Charm person, charm Animal. And Evangelist Archetype gives bard performance. While still being a 9th level prepared caster.

Shelyn also has some religion spells that are nice. Unbreakable Heart is very good Fear counter.


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shaventalz wrote:

The problem with that is... the skill modifier still determines how the characters in-game react to your RP (possibly plus or minus a GM modifier.) If it didn't, there would be no need for that modifier. And if your RP is super-suave and convincing with a modifier of -3, you start getting into debates about whether you're actually playing the character or whether you've accurately modeled the character on paper.

"Just RP" isn't a solution for actually being useful.

There is a large number of GMs, that if the RP is really good the rolls hardly matter to them. The rule of Cool can apply.

In PFS that is different of course.

But It sure does beat the heck out of:

Player: I roll a Diplomacy
DM: What do you say?
Player: You know, this is bad and stuff. *rolls dice*


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Atalius wrote:
I've been told by many wizards are superior. I've been told wizards are Gods. I've been told they are the most powerful class in the game. So with 4 days left until our campaign begins I'm wondering do I wizard or witch? I know now exactly if I were to witch how I would build him thanks to many of you for your input on that by the way. I love the fact that witches can deal with high save enemies with Evil Eye to lower those saves. How does a wizard deal with that issue? It appears they get the same number of spells per day however the wizard spell selection is far more versatile.

You do not have the system mastery to play a Wizard like a pro.

But a wizard in the right hands is one of the most powerful classes in the game. But it is one of the hardest classes to pilot in the early game due to limited resources and low defenses. But come level 10 a Wizard quickly becomes one of the strongest classes. At level 10 I soloed a duo boss fight in Rise of the Runelords with a Dazing acid arrow and a Magic Jar.

Spoiler:
I dazed the Dragon the moment it showed up, so my team mates could thin the giant herd. I then took over the dragon Longtooth with Magic Jar and forced it to fight the Main BBEG leading the attack on the town. Killed the giant and offered the dragon's neck to the parties Barbarian after the Giants ran off. I would have animated things if I lost the dragon to the giant boss but it did not come to that. DM got mad he did not even dent the city or get to use the dragon so he killed off my wizard with DM fiat for making encounters too easy for a as written AP.

Your still a beginner and I think the witch is perfect for you cause you get Unlimited Hex use to fall back on. You also get to experience playing a prepared caster and get to start experimenting with spells to see what works and what doesn't. Prepared casters do take some system mastery and good game play to pilot well.

You will be able to pilot the witch class better because it is more user-friendly in its abilities. While it still is super powerful and a top tier class in its own right.


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Hmm wrote:

The spirits of a spirit guide oracle are nebulous things that you can define however you like.

Roleplaying the Spirit Guide
There are many ways to roleplay your interactions with the spirits. Here are some fun options to consider:

Target of Jealous Spirits. This is especially apropos for Oracles with the Haunted or Tongues curses, but you can make this story work with most curses. Each of these spirits is vying for your attention. Each day, they insist that you choose one of them. The one that you chose showers you with gifts, while the others proceed to make your life miserable by messing with your stuff, interfering with your communications, tripping your lame leg, causing smoke to wisp off your burnt fingers... Whatever. You could have active arguments with your spirits (like Whoopi Goldberg's medium in "Ghost") or be the resigned yet snarky pawn of destiny (like Zathras from "Babylon Five".)

Recipient of Mysterious Envoys. The wandering spirits can be different envoys of your deity, pantheon, or "the powers that be." You haven't chosen these messengers. They come each day, bearing your gifts with cryptic hints about the challenges to come. You can be the bewildered seer, respectful of these divine messengers, yet uncertain of what they want you to accomplish with the tools they have provided.

Passionate Petitioner of Divine Aid. Who can forget the moment when Inigo Montoya beseeches the soul of his dead father to help him find the Man in Black? The Petitioner is not merely a tool of fate, but a conscious postulant, who knows what she needs and that her cause is just. Play up your big moment, and beseech the spirit for its aid

Family Reunion. All those spirits who are helping / advising you? They’re your crazy ancestors. Everyone’s there... Your weird uncle Frank who ran naked through the woods (Nature), your annoying cousin Marge the know-it-all (Lore), your great grandfather Ralph the pyromaniac (Flames). And they all want to...

I like using the Canny Mystic and Recipient of Mysterious Envoys styles myself.

Played my Oracle as a Priestess of Shelyn with a love for the Gods and Goddesses of Good. When the teachings lined up with Goodness, Love, Redemption, Peace, Friendship, Freedom, Dragons, Traveling, Arts, and Music. So pretty much Desna, Cayden, Iomedea, Apsu, and Sarenrae.

I flavored the Spirits that she could bond with as like minded and drawn to her personality to want to help her in spreading good. Heaven, Life, Lore, Slums, and Nature. I made it so Bones wouldn't go near her, and Ancestors did not like a Shabti being a "Fake" person in the spirits "eyes".

Very good Post Hmm.


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Deighton Thrane wrote:
So, I don't think you can have a paladin advice thread without mentioning Fey Foundling. As much as I dislike the idea of every Paladin being found in the wilds as a child, it's a ridiculously powerful feat for Paladins. Other than that, it looks pretty good. Though I would consider a composite longbow as the ranged option over the crossbow. It's not as important til level 6 when you start getting more than one attack a round, but eventually the crossbow won't really cut it.

The argument for improved crit is that bless weapon and keen do not stack. But improved Critical and bless weapon works.


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wolaberry wrote:
Globe of Invulnerability only stops 3rd or 4th (lesser and normal) so the Power Words are too high to stop.

3rd Level touch spells like vampiric touch with no saves as well as lower levels like Shocking grasp...suck on one Maguses.

4th Level- Enervation

there is a hand full of them at lower levels that you can negate in a 10-foot radius.