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Good day all,
Apologies for this post in advance as it must be the 1000th on here, but I just need a little guidance in my thoughts on my first PF2 character.

I am drawn to classes...
Fighter
Druid
Summoner

and archetypes
Medic
Beastmaster

...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 I understand how multiclassing works, and that my witch who is 12 levels in Invoker (Archetype) and 4 levels in Harrower (Prestige), would only get the abilities of a 12th level witch (but spell casting as if she were 16th level witch ref the Harrower abilities).

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:
Bridge: The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.

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.
But the Minmaxillon part of me says, "but it states 16th level, and you are 16th level. The rule here does not state 16th level witch"

So I take it this is implied/stated somewhere in the rules??

Thanks in advance.


Hi Folks,
We are deep in to Hell's Rebels and are being annoyed majorly by the numerous devil's teleport at will ability.
So I have found the Metamagic feat "Authoritative Spell" and suggested a Rod/feat to our Mesmerist as he does so love a Magic Missile.
this seems a perfect synergy with his stare boosting the damage, no save and the chance to remove an action from the enemy in its next round.

"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:-
1. Since the devils use this Teleport ability as a SLA at will, we cannot stop them using the Authoritative option of "cast a non-offensive spell", I guess?

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


Good day all,
Just about to hit Level 15 (Witch Invoker 11/Harrower 4) and I have two feats to choose and am a bit stumped as to what to go for.
So far I have (seems a lot but the campaign has given extra free feats):
Harrowed

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?
Adhesive Spittle (seems great except very short range), Ray of Enfeeblement (RTA might suck), Ill Omen (this dosent have a save anyway so seems a bit of a waste)

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.


Good day all,
I have been playing an Invoker Witch which allows me to use Invoke Patron (Su) as a swift action.
I have always generally used this as a Hex/SR buff, but one option on there had me thinking.
Rapture: The invoker can increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level.
Then I find the spell "Channel the Gift"
You channel your magical power to fuel the target’s spellcasting.

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).
So..... 3 free lightning bolts in the next 3 rounds? or 2?? or none??


Hi folks,
So really simple question, I hope...
Can a Witch use Split Hex on Flight Hex?
Split Hex states "a creature" and flight hex targets "you"
So does "you" count as a creature?
Can I give myself and a buddy flight from one hex?

Thanks in advance!


Hi Folks,
I am in a great game (Hell's Rebels) currently and am approaching level 15.
My setup is:-
Invoker Witch 10/Harrower 4
Money/magic items are tight/restricted (which is kinda nice for a change, having to make the most of what we can find), and some OP abilities are gone (Slumber Hex, Enervation, Black tenacles...) for balance purposes, which again is seems correct.

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.
Witch is ok, but fun wise it is just spells/Hex... and I have all the Hexes I really want already.
Harrower 5 isnt floating my boat either...some of the later levels are ok, but again I have out of that prestige class what I wanted (love a good greater Harrowing in the evening!)

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.


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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.
most recent example being certain skills at 10 ranks increase their bonus (with a feat). Just totally glossed over that..

So what weird rules/abilities have you found out about, that should have changed with level and you didnt??


Hi Folks,
This is probably a stupid question but it seems a bit too good to be true, but can a witch split hex her cackle?
In other words can she really extend the duration of Evil Eye, misfotune etc, for two creature for a move action?
I can't see where this would not be possible but I dont want to assume this is all ok without asking some experienced players.
Thanks in advance.


Hi Folks,
My party are about to travel to the plane of Hell as a level 13 group. We are playing Hell's Rebels, so please no spoiler's or adventure specific details, but I am looking for some help on items/spells/general advice. Our characters have had a few weeks to prep for this and as such, in game terms, enough time to research what we would be expecting up to a certain point.
We are limited on gold and what we can buy (14,400GP max item value available to purchase), and have an odd party setup.
Lev9Witch(invoker)/Lev4Harrower (Imp familiar)
Lev13 Monk/Cleric/Rogue/Urban Barbarian
Lev13 Summoner
Lev13 Mesmerist
Lev13 Investigator

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.


Hi Folks,
Can you help me on the affect, if any, that empowering Plague Storm would have? The disease penalties are mentioned as damage but I am unsure if the spell causes this, or the spell causes the disease, which then causes this damage and hence would not be empowered
Thanks in Advance


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


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,
I have looked everywhere for the answer to this and could find nothing, so maybe I am looking for something that does not exist, but for the spell Tremor Blast the caster makes one Combat Maneuver check.....so is this just a regular Str based one or different as it is a spell caster CM?? I ask as a lot of these types of spells specify to use Int/Wis/etc for the caster but this does not. Seems a rather pointless spell for a Sorcerer/Wizard/Witch if just a regular CM check....

Has anyone seen any clarification on this spell pls?

Thanks in advance.


Howdy Folks,
Was just looking into a Invoker/Harrower lev 6 witch build and stumbled across the feat "Spirit Talker". This says you basically get a Hex from a Spirit for an hour... so can I choose "Bad Penny" from the Slums Spirit, curse a coin and then cast "Beguiling Gift" to make an enemy have -2 to saves as long as they keep hold of it? Seems like a good way to get an enemy at -2 for a whole combat if legal.

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.


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.
I was looking to dip into arcane spells using the Arcane enlightenment hex, and also grabbing a few Cleric spells from the favoured class perk.

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?


Good day all, About to depart to Hells Rebels and am looking to play a Speaker for the past/Monk.... One question that I cannot seem to see anywhere is in regards to spectral hand.. I know it deals "touch attacks" etc, but the part of the description reading "..and attacking with the hand counts normally as an attack" makes me think that it may be possible to do "unarmed attacks, and hence Hex strikes??? Probably pushing it a bit here and do not want to get this wrong in the game as character will be built up by then...

Thanks in advance