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This One.


Are there any classes who have access to both Flame Blade and Fireball and can use both effectively?

Druids with the Fire domain get both, but only get Fireball in the very limited domain spell slot.
Theologian archetype Clerics who worship Sarenrae and take the Fire domain get both, but now Flame Blade is competing for the same 3rd level spell slots that Fireball uses.
Magaambyan Initiate archetype Arcanists can get both without competing spell levels, but their BAB is awful, so using Flame Blade pretty tough.
Enlightened Bloodragers can get both and have great BAB, but extremely limited spells per day.

Nature Bonded Magus can get both, at the correct levels, with decent BAB, but the archetype gives up Arcane Pool and Spell Recall for stuff that totally isn't worth that loss.

Is there any way to get both spells on the other 6th-level casters?


Are Psychics and Clerics the only 9th level casters without access to immortality? Either not ageing, or automatically coming back to life. Seems like all the rest can get it in one way or another.

Wizards get it as a 20th level discovery.
Sorcerers can do it via the Imperious bloodline. Maybe Astral too if you just sit in a timeless demiplane (that you don't take any of the retroactive ageing penalties from if you do leave) with your mega-astral-projection.
Arcanists get it by taking the Blood Arcanist archetype and grabbing the same bloodlines Sorcerer has.
Witches have Forced Reincarnation that they can just use on themselves.
Druids can take the Reincarnated Druid archetype and effectively live forever starting at level 5.
Multiple Oracle mysteries grant it.
Shamans get it through the Heavens spirit.

The ones with automatic resurrection/reincarnation don't care about ageing, and the ones who don't age can be brought back if an accident happens with things like contingency or clones.

Clerics are all about serving their god, so I can see why they wouldn't really care about immortality, because dying lets them go live with their favorite being in the universe.

Psychics are pretty much left out, except for one subpar and mostly non-functional option. The "Artificial Ascension" Psi-Tech Discovery.
The smaller problem is that it requires access to robots (not constructs, specifically robots). Really only found in one specific part of Golarion, and even then not exactly common.
The middle problem is that if the robot body dies, thats it. "You cannot be brought back to life by any means". So you don't age, but you're never coming back if you do die.
The biggest issue is that you have to be 20th level to select it. Psi-Tech Discoveries can be taken in the place of either a feat or a Phrenic Amplification. Psychics get their last Phrenic Amplification at 19th, and they don't get a feat at 20th, so you can't take it anyway even if it was worth it, which it really isn't in comparison with the other classes.

Did I miss something or is that really Psychic's only in-class option?


Looking into it a bit more, you can get 8 of the feats you want as a Human with 2 levels of (the original) Lore Warden Fighter (Level 1 feat, Human Feat, 2 free Combat Feats from Fighter, and Combat Expertise from Lore Warden), and 2 levels of Zen Archer Monk (Level 3 Feat, 2 Monk Bonus Feats that Zen Archer changes to a list of all the archery feats you want, plus bonus of Perfect Strike and Weapon Focus).

Could also stick to just tripping or just disarming to save 4 feats (Improved/Greater maneuver, and Ranged/Ace maneuver).

A Human Lore Warden 2/Zen Archer 2 who only does tripping only really wants 5 more feats. Plus, if you don't care about Weapon Training (which is unlikely I'll admit, if you plan on sticking with Fighter), Lore Warden stacks with Martial Master to get that Martial Flexibility still.

Is it still best to stay as a Fighter then, or does that open up more options?


Ranged Trip, Ranged Disarm, Ace Trip, and Ace Disarm are all "Targeting" feats. Targeting feats say that they count as Called Shots for anything that effects those. Improved/Greater Called shot let you full-attack with Called Shots.

With all those feats then you can full-attack with ranged trips/disarms that also do damage when they hit. What build would be able to pull that off/do so effectively?

Or is it really possible at all? From what I can tell the feats you want, as someone doing ranged attacks and maneuvers are:
Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Combat Expertise, Ranged Trip, Ranged Disarm, Improved Called Shot, Greater Called Shot, Ace Trip, Ace Disarm, Improved Trip, Greater Trip, Improved Disarm, Greater Disarm.
Thats already 16 feats, assuming you didn't need anything else. 17 feats if you're an archer with Manyshot, a crossbowman with Rapid Reload, or a thrower with Quick Draw. Is this a Fighter-only strategy?


They probably worked out the details in the 9 years since they posted this.


The "Bend Terrain" Paradigm Shift says: "When you use your infinite worlds class feature, you can target a 10-foot-radius area within the effect and bend its shape on a whim." Is this actually letting you alter the shape of the terrain, or is it just flavor for why things in the area are falling over and taking damage?


How would you build a Good Goblin who worships Sarenrae?

Specifically focusing on the Sun (or even more specifically Fire) and Redemption parts of her portfolio?

Are there any classes/archetypes that are very focused on fire and/or nonlethal damage? Even better if using a Scimitar.


CupcakeNautilus wrote:
A Wizard with the Pact Wizard (The one from Haunted Heroes Handbook, not the other archetype also named Pact Wizard) and Exploiter archetypes is a popular choice for "this is so powerful its broken".

I forgot to add to make sure you take Fiendish Proboscis as an Arcanist Exploit so you more or less have infinite Reservoir points.


A Wizard with the Pact Wizard (The one from Haunted Heroes Handbook, not the other archetype also named Pact Wizard) and Exploiter archetypes is a popular choice for "this is so powerful its broken".


I'm going to be playing in a game that will reach, and spend a decent amount of time at, level 20. Which classes get the coolest stuff at level 20?


If its just Powers, then why would it have the "and abilities" text? I'm not sure what exactly falls under "abilities", but having that there really seems to imply that it grants something other than just the Powers.


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If I have a level of Sorcerer, and then go into Arcanist and grab the Bloodline Development exploit, it says:

"If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline."

What all exactly is being inherited with this? What falls under "powers and abilities"? If its just the Bloodline Powers, whats the "and abilities" text referring to? Does it get the Bloodline Arcana? The Bloodline Feats or Bloodline Spells? All of those things fall under the "Bloodline" Class Feature of the Sorcerer and could I suppose be described as "abilities". It seems like getting access to all of those things for a level dip and an exploit would be too much, but that "powers and abilities" text is throwing me off.


Are there any particularly useful items/feats/archetypes/prestige classes/etc for a character specializing in Necromancy spells (with some Transmutation thrown in there), but that doesn't plan to ever use undead?


Is it possible to make a spell with an area effect have a smaller area? Things like Fireball or Darkness etc.

Basically the opposite of Widen Spell.


If you really want to hide your casting you play a psychic caster and take Cunning Caster, not Conceal Spell.

Cunning Caster is a Bluff check vs their Perception, with penalties on the Bluff check for visual/somatic components. Since psychic casters don't have either of those, its just a straight Bluff vs Perception.

Plus it doesn't double the casting time like Conceal Spell does, and theres no Perception bonus for the other people based on the spell level.


ErichAD wrote:
let your spirit cast all your spells

Just had to bring this back to ask if this is actually possible. Is there something in that archetype I'm missing that lets the phantom cast your spells for you?

Or is this a weird way of describing Deliver Touch Spells?


Would it be reasonable to think that with a decent enough Disguise check that a Spiritualist's Phantom could be made to look like a living being, and not a Phantom?

I figure a Hat of Disguise would do the trick, but there's always the occasional person who can see through illusions.


Well, dang.

Is there any way to get, or at least count as having, a second school? The Necromancer's Athame and Annihilation Spectacles are pretty amazing, but since they both seem to require specialization in certain schools it doesn't seem like you can ever use both. Which is fair, because of how good they are, but it would be real nice to be able to do it.


If a Wizard with an Arcane School takes a 1 level dip in School Savant Arcanist and chooses a different school then, do they now function as if they had two Arcane Schools?

Theres no text that says you have to choose a school you already have, like a lot of similar Bloodline abilities do.

It also says that you treat your Arcanist level as Wizard levels for the school, so would you keep progressing the second school once you went back to Wizard afterward?


So a Samsaran with Mystic Past Life who is a Psychic Bloodline Razmiran Priest Sorcerer has access to maaaybe the biggest variety?

They get their normal Sorcerer spells, plus any extras through scrolls via Mnemonic Vestments.

They can cast up to 8th level Divine scrolls using their own slots from Razmiran Channel.

Since the Bloodline makes them a Psychic caster, they can grab a handful of Psychic-only spells through Mystic Past Life, and if they use that to get the highest level of any of the spells with Undercasting they get all the previous versions for free. Psychic Bloodline would give some of those spells, plus the higher tiers for free, but Razmiran Priest replaces most of that stuff.

Throw in some extra low level spells through Rings of Spell Knowledge.

After level 9, maybe hop into Pathfinder Savant or Daivrat to get more spells through Esoteric Magic or Spell-Fetch.


If you wanted to be able to pump out as many scrolls as possible, with the widest variety, what would be the best options to do so? And once you have them, who is the best at using them?

A 17th level Medium can get access to 9th level Wizard spells once per day, or 8th level Cleric spells and 7th level spells from any other list (via Miracle) once per day, so I imagine they're hard to beat on variety. They don't really have anything built into the class for scroll creation or use though, as far as I've seen. Plus, 17th level is pretty late to be getting access to a single higher-than-6th level spell per day.

Spell Sage Wizard can get access to Cleric/Bard/Druid spells of whatever level they have at least 2 prepared spells of, but they give up their Arcane School to do it. No access to Psychic spells though.

Rebirth Discipline Psychics can get up to 8th level spells from any list, but only once per day.

The Pathfinder Savant prestige class and the Razmiran Priest Sorcerer are both good at using scrolls, but don't quite have the range for variety, or special abilities for crafting.

Spontaneous casters could use Mnemonic Vestments to essentially make copies of scrolls they already have without using up the original.

Are there any other ways to cast from a scroll without using it up?


Is there any way to access 9th level wizard and psychic spells more than once per day without using up scrolls? For instance is there any good way to get access to Major Mind Swap or Akashic Form without being a Psychic, and being able to do it more than once per day, or just it not being the only thing you can get from another list that day?


Without multiclassing (prestige classes are ok), or relying on scrolls, whats the best way to get a caster with 9th-level spells to be able to have the widest range of possible spells?

I know the Shaman can use Arcane Enlightenment as a wandering hex to get new Wiz/Sorc spells every day. The Spell Sage Wizard can get into the Bard/Cleric/Druid lists by spending 2 spells.

Samsarans and Magaambyan Initiate/Magaambyan Arcanist (prestige) can add a limited number of spells from specific other lists.

Skalds get Spell-Kenning (and the various feats/items to expand its options), but it only gets up to 6th level spells.

I know about the list someone wrote on gitp, but thats from 2013 and is extremely out of date. Are there any better ways since then to get access to as many spells from the big 4 lists (Wiz/Sorc, Cleric, Druid, Psychic) as possible?

Prepared casters preferred, since they aren't limited by Spells Known.

Edit: The Pathfinder Savant prestige class gets Esoteric Magic which allows adding one spell every level from any list onto your own, but it counts as 1 level higher.


I'd like to make an Oracle that focuses on buffing the party, but all the information I can find is "Get the Life Mystery, take Life Link, and be Dual-Cursed for the Misfortune debuff".

What are the best options purely for party buffing, without the healing or debuffs?


I like Inspire Courage/Competence/Greatness/Heroics. I like the Bard spell list. All the knowledge stuff is useful, if not as important.

But the rest of the performances? No thanks.

Is there any good way to keep most of the good stuff (Inspire Courage most importantly), but get rid of Distraction/Fascinate/Countersong/Suggestion?

I know there are other class archetypes that get Inspire Courage (Evangelist Cleric, Ocean's Echo Oracle/etc.), but then you lose out on the Bard-only spells. Skalds get the Bard spell list, but they dont have Inspire Courage, and their rage isn't any good for all your caster allies.

There must be some way to be a fully buff/defense focused Bard without getting offense-focused/mind-effecting class features you'll never use, right?


If a Prestige Class advances the Bardic Performance class feature (Pathfinder Chronicler, Dawnflower Anchorite, etc.), do you continue to get new performances?

Is each performance its own class feature, or are they abilities granted by the Bardic Performance class feature?


Bringing this back because I found the Duettist bard, whose familiar can do all the performances for them starting at level 4. It also gains any bonuses from Versatile Performance.

Also the War Painter Skald, who can give out all their Raging Song rounds in advance to be used later in the form of war paint, activated by the wearer, not the Skald.


I don't suppose theres any good way to get access to hexes as a Skald, is there?

Also, which teamwork feats are good for casters? Or Combat feats, if there are any, since I noticed the Battle Scion archetype stacks with Court Poet, and it can grant Combat/Teamwork feats instead of Rage Powers.


What would you build if you were determined to play a more support-oriented role in a group with a bunch of full-casters? And not in a "be the meat-shield/damage-dealer" type of way.

My first thought was a Court Poet Skald, to buff up their INT/CHA. WIS casters are out of luck, but it covers 2 out of the 3 casting stats so still pretty good. Are there any other classes that are particularly good at boosting up casters?


Assuming the character, for whatever reason, doesn't have access to the Interplanetary Teleport spell, what are the options for travelling between planets?


Is there any good way to get a Druid set up for hopping around the planes without relying on others? Any way to access the spells they'd need that they don't normally have access to? Gear that could reliably stand in for not having access to those spells?


Is there any way to get the Pit spells on a druid?


I'd like to try and make a battlefield control type character, but in a more physical way. Not with fog or things like that, but more like Wood Shape, Create Pit, and the various walls.

What are the best spells/abilities to physically alter your surroundings, and what classes are best at it?


Throw in the Hook Fighter feat to use with the Grapnel Arm Modification for extra fun.


Cunning Caster is a much better feat for psychic spellcasters to hide their spellcasting. Significantly better than Conceal Spell. If nobody knows you cast a spell at all, they have no reason to roll a spellcraft check.


I'm a big fan of the Driving enchant on a bow. Best paired with armor that has the Malevolent enchant to even out the bonus an enemy would get from being prone vs your ranged attacks.


As far as not being able to find a target to throw them at within 30 feet, remember that the floor, walls, ceiling, misc. objects in the area are all valid targets. It never says you have to throw them at another creature.


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Mechanically speaking Bard doesn't need the Perform skill for Inspire Courage at all.


Specifically at this link: http://paizo.com/community/forums/pathfinder/pathfinderRPG

When I'm not signed in, everything looks fine.
https://i.imgur.com/v0uusqB.png

If I log in, all the topics disappear.
https://i.imgur.com/3MAUFVt.png


Gisher wrote:
The Fox Shape feat requires a Charisma of 13 and a BAB of +3.

Unless you take the "Superior Shapeshifter" Alternate Racial Trait, which gives it to you for free at level 1.


Each time you add an enchantment to a weapon, you can either get a numerical enchantment bonus, or an enchant with some kind of effect. The ones with an effect have an equivalent + so you know how much it should cost.

If I have a normal longsword, first I need to enchant it to be a +1 longsword. Nothing else. Then later I could make it a +1 Flaming longsword. The Flaming enchant has the same effective price as adding another +1 enchantment, but doesn't actually increase the number.


I notice the Star Watcher Investigator can hand out their Horoscopes (extracts, basically) right from level one, and stargazing seems like less work than brewing extracts, but they've still got all those other active features Investigators have.


I saw that the Brewkeeper can turn any touch spells of any level they have into temporary potions, so any caster can get in on the "give away all my spells and relax until tomorrow" fun the Alchemists/Investigators can get up to.


I suppose to a lesser extent any Alchemist or Investigator can get Infusion and give out all their extracts for other people to use. They've just got to prepare them each day. They still have a whole pile of other active abilities getting in the way though.


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Which classes/archetypes would allow for your character to actively be doing very little, but still contribute in a meaningful way to combat? Things loaded with passive buffs like auras etc.

For example: The Promethean Alchemist.
The archetype trades away most of the alchemist abilities for a Homunculus companion that scales similar to an animal companion, except the homunculus can prepare and use all of your extracts without you. You have to be within 1,500 feet of it for it to prepare extracts, but other than that you don't even really need to show up. The archetype stacks with Preservationist so your homunculus can even bring along some summons to help it out.

Are there any other classes/archetypes that would let a character help a party without having to do much more than exist?


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Matrix Dragon wrote:
You just gave me an idea for a villainous kitsune in a Pathfinder campaign who brainwashes people into thinking that he is their familiar. He manipulates weaker casters with enchantments to get them to do what he wants and occasionally uses hidden spellcasting techniques to support them when necessary. When one of his brainwashed stooges gets killed off by an adventurer, he disappears into the shadows and finds another person to manipulate into getting revenge for him.

Convince the brainwashed people that they can become a Witch. Witches already get all their power from a patron funneling it through a familiar. Just have the kitsune keep saying "You'll get your own spells when you're ready".


I suppose a very lenient GM might say a fox could provide somatic components, but I really wish there were/I could find a good way to either use somatic components or bypass them without metamagic. It would make all the non-psychic casters possible.


Thats what Cunning Caster and having the hireling is for. People might know a spell happened, depending on the spell, but you conceal the fact that it was you, and pass it off on your "Wizard" friend.


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So lets say you've got a Kitsune thats taken the "Superior Shapechanger" Alternate Racial Trait. Now they can be a tiny fox at level one. If this Kitsune was a coward, or very lazy, they might want to try and pretend to be a familiar or a pet and get someone/something else to do all the dangerous work. Maybe hiding it from the rest of the party. What would be some ways to go about that convincingly, even from level 1?

The first step would probably to get a hireling to pretend they're your "Wizard" friend or something that you can hang out with. Footmen are only 5 silver a day. Get a high diplomacy to convince them not to ditch you after the first combat (if they survived that is). Might be worth it to invest in Bodyguard/Aid Another to keep them alive.

Any class with Verbal/Somatic spells would be out pretty much. Unfortunately "Natural Spell" only works while wildshaped, which Fox Shape is not. There are items (Ring of Eloquence for example) that can allow a non-druid to use Verbal components while polymorphed, but they're too expensive for level 1. I haven't seen any good way outside of metamagic to get around the Somatic components.

That mostly leaves psychic casters with the Cunning Caster feat and a high Bluff. Since psychic spells have no verbal or somatic components, and only use material components if they're expensive, you can do them just fine while in fox shape. Also because they don't have those components it makes Cunning Caster a flat Bluff vs Perception to hide all your casting. Mesmerist, Medium, Fractured Mind Spiritualist, and Psychic Bloodline Sorcerers are all CHA-based psychic casters which should make hitting those bluff checks easy. Mesmerist even gains half its level as a bonus to Bluff.

Vizier Mesmerist gets an ability to make it look like all their spellcasting/Mesmerist Tricks are coming from one of their allies instead of them. Its not a terribly high Will save to see through it, but its an option.

Depending on how your group decides, you could possibly disguise the Spiritualist's Phantom as a normal person when its in Ectoplasmic form, so it can pretend to be your "Wizard". You'd need to make sure to get your own room/tent when sleeping though, since the Phantom will disappear when you're unconscious, and people would suspicious real quick if only the fox familiar was ever around while everyone sleeps.

While almost definitely weaker, the other option is the Promethean Alchemist. They give up most of what it is to be an Alchemist to get a Homunculus that scales similar to how animal companions do, but weaker. However, the Homunculus can use any of your extracts without the infusion discovery, and can even prepare them every day on their own, whithout your help. Get a good Disguise skill and convince everyone that this small person making extracts with a fox on their head is a gnome or halfling with a familiar. Call it a growth spurt when they suddenly become medium at level 4. While not as strong as a psychic caster, I feel like this one is a more convincing decoy. It can carry a weapon, drink extracts, and even be seen preparing them without assistance. Plus it is fully dedicated to you and won't run away or spill your secret.

Are there any other sneaky ways to hide the fact that the little fox "Familiar" is actually the character?