Good day all,
I am drawn to classes...
and archetypes
...and wondered if there is any major "do nots" in trying to multiclass two of these into a decent build. Doesn't have to be the most effective, but I just don't want to create something pathetic/one dimensional that will annoy later on. So do any of you have any experiences you can share with me along the above selection please? The rest of the party makeup isn't decided yet but it looks like I will need to have some form of decent melee ability (but I don't want to be a pure fighter, if that makes sense). I mean, is Fighter/Summoner even possible? I am mentally stuck in PF1 where multiclassing was always frowned upon but I read in PF2 it is more forgiving? Any advice is gratefully received.
Hi Folks,
So as a 12th level witch I would just be getting my second major hex. All fine so far. If I look over into the Invoker archetype "invoke Patron" section it give a list of abilities based on level. example:
Now the sensible part of my brain is saying "well you are only a level 12 witch so you would use the "5 lower at 8th level" part of this.
So I take it this is implied/stated somewhere in the rules?? Thanks in advance.
from my Witch Quickened Ill Omen with a Persistent Feeble Mind can take out a spellcaster before they get a go.
bbangerter wrote:
He is using Staves I believe so this gives him the boost in SR to use it. I was hoping to find another member of the party who has a low level no save spell to use as Authoritative, if we can find a Rod of it.. not takers as of yet, so might be left to me. I am lev14 currently and cant get spell perfection until level 16, so feat wise I think I will have to stick with my "Persistent, Reach, Quicken" setup. Without a healer in the party I see Reach being a life/lives saver with Teleport, cure spell, heal, breath of life, Infernal healing.
Hi Folks,
"choose one of the following activities to prohibit: move closer to you, move away from you, make a melee weapon attack, make a ranged weapon attack, cast an offensive spell, or cast a non-offensive spell." My questions are:-
2. If he chooses to stop the option of "move closer to you", does this prevent the devil teleporting closer? Technically the teleport isn't a move action, so would it work? I read this as "ending up near to the Mesmerist than he started the round, correct? 3. Would the enemy be aware of the effects of the feat. So if the devil got hit with the magic missile and the Mesmerist stated he is preventing " make a melee weapon attack", does the devil know it can't attack or would it try to and fail, wasting it round? Thanks in advance
Great advice thanks.
The party have a lesser quickened rod, but I do not (but I have about 5 others). Agree about Fleeting, I need to go over my spells to see just how much I would use this, but I know I have annoyed the party with a Mind Fog or two over the adventure. Things for me to mull over. Cheers
Good day all,
Favoured Enemey Spellcasting Improved initiative Altertness (familiar<5') Split Hex Toughness Spell Penertration Iron Will Persistent Spell (Metamagic +2) Deceitful Accursed Hex Ones which I am sort of discounting:- I had been looking at Iron Will Improved/Heroic Will but I can now cast Nine Lives which seems to better TBH. 9 re-rolls a day potentially kicks these two into the long grass, as it were. Metamagic quickened... great yes but the +4 spell level just discounts it for me. Greater Spell penetration, again greater but my invoker ability is giving my enemies -5SR already, so it seems a bit overkill. Spell Focus. DC is always good but I use such a variation of spells it is diff to pin down to a school. Also again, my invoker ability is giving me +2DC to spell and hexes. What I am considering:- Metamagic Fleeting. Seems like for 1/2 duration the ability to dispel a mind fog, poor draw on a greater Harrowing spell etc, my be a goodish choice. Spell Hex. The idea of getting a lev 1 spell as a Hex again seems tempting. Especially since I can Split Hex it to get 2 for 1. My only issue here is what to choose as the spell? Since the feat says its a SLA and not a SU, SR will count so again limits it. Any suggestions on spells?
Flickering Step. This I like. Could be a life saver for me and some party members. 4 times a day seems plenty even if it will be limited to 60feet. Again an SLA so I will be subject to AoO etc. So am I missing anything interesting? Any advice gratefully received.
Howdy,
Hope I am not stating the obvious in the below, so please dont take offence if I am. One thing I tend to over look, is equipment/wonderous items for companions/familiars. Check what slots they have and what you can get. A few decent items will transform them. Bear in mind when the party are dividing up items.. any spares can go to your companions. remember wonderous items resize to the creature, armour and weapons do not (so you would have to get armour made). With this in mind (you needing 3 times the equipment) are you/a party member able to craft items? Team work feats all day long.. but you have this covered for sure. If you are thinking of using Range attacks then I would think you need to look into precise shot feat. That is if you are using the lions to engage in melee while you range attack? I never normally look into "Volatile Vaporizer" items as they are v expensive... but in you case since you are a party of 3 already? Sometimes in an adventure you get non standard or powerful potions/oils. Being able to multiply the effects by 3 might be worth it? Trait wise, https://www.d20pfsrd.com/traits/magic-traits/guiding-spirit-magic/ is so handy in so many situations. just some random thoughts.
If you want to go cryptic then you could always sit the party down for a Harrow reading? You can then chuck as many cryptic clues into the pot as you like? Nothing like a blind witch dealing out the harrow cards to upset eth apple cart. you can set the cards dealt, to each player and give hints in those.
The Snakebite
The Twin
Good day all,
If you target yourself with this spell, you may spontaneously cast any prepared spell of 3rd level or lower without expending its spell slot on your next turn (this aspect of the spell has no effect if you are a spontaneous caster). The spell that’s cast after channel the gift cannot have a casting time longer than 1 full round. So reading this, can I swift action to "rapture", cast "channel the gift" on myself. this then lasts for 3 rounds (as I am 10th level).
I read this as each time they try to do something against their nature they get a new save at +2.
So if for the full duration of the spell he doesn't do anything against his nature, no new save.
But this is just how I read it.. might not be correct.
Hi Folks,
My question is, as I look to go to level 15 I have a choice of Witch 11, or Harrower 5... neither seem overly inviting TBH.
My Hex DC is ok at the moment (ref the invoker ability to boost it), so I can prob take a dip of a lev or 2 in something else, but what?? I looked at the Stargazer prestige class as it seem to have a few interesting abilities (even though some are demon focused) and allows Hex additions/boosting. As this isnt a core book I am not sure I will be allowed this anyway (waiting for DMs reply...), so failing this any suggestions? Doesnt need to be OP, just interesting TBH.
It has happened to me many times, where I will happily go up a few levels in a game, and then for some reason check a rule and realise something I have went up in power as I levelled up... which I totally forgot about.
So what weird rules/abilities have you found out about, that should have changed with level and you didnt??
In ref to the "expire before you turn" I am sure I read a post somewhere stating this isn't the case. I was under the impression all 1 round effects last until the end of that round, otherwise 1 round spells become useless as you cannot cast, then and get the benefits. Ws this clarified somewhere please? Good point on the charge range but I am normally flying, and TBH just being able to boost the front line characters at the same time is great.
Hi Folks,
Ok thanks for the tips...
The idea is to get amazing saves, good AC, and be able to rage but not get fatigued. Only down side is he only has Cleric level 7, so we miss the better spells, and he struggles a bit to hit, but we tend to buff him up. We don't have a true front line fighter so it is an odd party, but is doing ok so far.
Hi Folks,
Through research we know we are getting Int/Wis/Cha penalties for alignment and will be facing devils. Also spells will be empowered or penalised depending on type. So bearing in mind all this, what items/spells would you recommend, as our trip is looking horrible TBH!! Is there a way to get around the alignment penalties? As I say nothing game/story breaking just some general tips that would be know to our characters through research please.
avr wrote:
Ok thanks. Well a +20 is still not to bad for a some of the smaller opponents, but agreed it is not going to beat a boss. But with no SR and no Save it is still a handy level one spell. Well a lot better than I thought it was, and it will scale up as I progress each level too. Thanks
Hi Folks, Playing a level 13 Invoker Witch/Harrower and have been mulling over the 1st level spell Grasping Corpse. It is either great or awful depending on the interpretation of the CMB part which I am looking for help with please. It state the CMB is equal to Caster level (13) plus Int modifier (7) = 20 (in my case) But is this a flat value, or do you like all other CMB rolls add D20 to it? Sorry if this is obvious but I am reading it both ways and it make a huge difference. Regards
ok thanks for the replies.. The reason I ask about the flight as the hex states..."At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level.".... so I was wondering if the "as per spell" part meant she would count as being under the affect of a transmutation affect? Looks like we have one vote each way so far... Yes understand that I would not be able to bounce the base weapon damage and just the poison, but had not taken into account the "1 and only immediate action" part.. Guess it would be useful in a combat where you were sure you may no need this, say after a few rounds? ok so just to take this a little further...out of combat would it be feasible to have an interaction whereby I pretend to drink from a glass, say at a dinner, that I know is poison, bounce it to another character using the hexes and stay undetected? Thinking Joffrey's wedding scene here :-)
Hi Folks, Hoping someone can shed some light on this please? 1. My witch has the fly hex which she activates every combat. When under this hex, does this count as a transmutation spell? I ask as the feat "Scale and Skin" boost AC when under the affect of "a transmutation spell or spell-like ability", "your natural armor bonus increases by 1". Would this count please, as it seems like a neat way to boost AC in combats without spending any actions. 2. Secondly, if she takes "Gift of Consumption (Su)" and "Greater Gift of Consumption (Su)", is there any reason why she cannot quaff poisons she carries and bounce the affliction to enemies within 30' or more using Barrow Haze, and take it a step further injure herself with a poisoned weapon and bounce this too? If so can she do 1pt of damage or would it be the full weapon damage? Thank you in advance...
Good day all,
Has anyone seen any clarification on this spell pls? Thanks in advance.
Howdy Folks,
Also if I cursed a coin, and the hex ran out after an hour, would the coin stay cursed? I am thinking yes, as the witch would just lose the ability to use bad penny, not the curse itself? Thanks in advance.
I have used two cohorts before, one in kingmaker was a human lady who was a crafting queen, who owned a shop in the city as cover.. also brought in a bit of gold ref her profession skill (well that was until another party member shut her down with bureaucracy lol!)
But there is also the option, if the DM allows to create a Monster cohort. I had a Saurian Druid with one of these and a familiar.. when I shape changed we were a triple Dinobot destruction team... great fun. If this is allowed you could even maybe take the cohort as a battle mount or just a regular monster/fighter. Remeber that even though the cohort is a Monster it still goes up in levels too, so will continue to get better as well.
ok so I think I am going to risk this build and see if it plays well. Happy for it not to be spectacular, but it has a great history/backstory and the split fits well with that. It also gives me options in all scenarios, even if they may end up not being very powerful. As Dave Justus said... you dont have to be powerful to be fun.. well that is sort of what he said and I tend to agree, especially looking at our party make up. So I have BAB+1 to start with and with the weapon finesse gives me +3/+4 when hitting with my unarmed/Sanpkhangs. I am also going dabble down the Poison route and my DM has been generous and given me a Magic Sanpkhang that adds another +1 to poison DC, and another +1 for every 4 levels..... Keeps poisons in play, even if I will never be a master in them.
Thanks for all the suggestions and I did read into them all and I did get some good points from these. After my last character who was a 2 handed fighter/obliterator/one trick pony, I kinda want to play a more subtle (or you may say useless/weak) role.
Had a bad experience playing a bard.... cant face returning there, but that is my issue not yours, so thanks for the suggestion :-). Also we have been told upfront that magic items/wands etc will be rare/restricted, so I will need access regardless of equipment to some sort of healing. I will say that our game does need a lot of reliance on skills also, which is another plus to the rogue dip, but a weak one I will admit. I want my character to be a caster, but not JUST a caster... if that makes sense. My characters history involves alot of subterfuge/stealth/sneakery..so the Dips also feel thematically ok if not good for gaming purposes. To be fair our DM although strict (15pt/few magic items etc) is good enough that if a character starts to suck, then we can respec, so if I do got for it and end up rubbish, then I may be able to rebuild later.... perhaps.
maybe go to Rake for the Rogue dip....intimidate enemies/hex strike/evil eye?? I love Pathfinder for all the options... but I also hate Pathfinder for all the options lol! We are also restricted to the 15pt build....:-( The only thing I would say for my build id that alot of the actions that are covered by spells etc, will take a turn to cast.... using the Dips it means they will be in one round.... just one small vote for the Shamogue.....
ok thanks for the info... would be playing the unchained varieties if that makes a diff, so I have the option of flurry of blows at +1/+1, BAB+1. Also the Rogue get weapon finesse which will help to hit rolls as well. Have to stick as Human for race, so no Dwarf for me, I am afraid. Also longer term I hoped to be able to sneak/spectral hand after stealth... also helped with a lev in Rogue. But you are probably right, I am over complicating here...
Good day folks.. I am in the need for a flexible character that can do a bit of everything starting at level 3, as the party I am joining only really has one classical front line melee fighter, doesn't really have a healer, or a full caster. So I have decided to play a Speaker for the Past, taking the Lore spirit.
After having a read up a bit, I then decided to take one level of Karmic Monk. the thinking was that this allows me a bit more melee, bonus to AC (although lose the armour use), and two attacks per round at full BAB when I need to be in close combat. Also then possible using Hex strike to add these debuffs when I can. I then maybe over though this and thought of maybe taking one level of Shadow Walker (rogue) too. Thinking the sneak D6, and weapon finesse, plus Dark vision would also compliment. Further on I would take Shaman levels (Speaker for the Past) only to get revelations/hexes/spells. I understand this is probably a poor decision as although it will make a powerful low lev character I am hurting my shaman progression by two levels, but since the party is made up of hybrids/multiclasses would this be such as bad thing? If anyone has any major reasons why this is a no-no, or suggestion for feats/spells then that would be great. Also has anyone else played a lev 3 character using 3 diff classes?
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