So starknives. They’re agile, they’re finessed, they’re deadly, you can even throw them! They’re also martial weapons. You can get the feat Weapon Proficiency, but as I understand it you can’ t progress beyond Trained. So I’m looking for suggestions on how to make the starknife workable for the rogue.
Hello everyone! I’m building a True Pathfinder being one that is always ready for situations! This is not a PC built to one shot a BBEG. This is a build for people to have a little fun with their PCs. He’s a theory build using a 23 point build that I got from a rare boon. Please tell me what I am missing. He’s assumed to be lvl 11 with standard gold and prestige. If you like the build, let me know!
PFS LVL 11 Test
Human (Taldan) oracle (dual-cursed oracle) 5/pathfinder savant 6 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Adventurer's Guide, Pathfinder RPG Ultimate Magic 58)
NG Medium humanoid (human)
Init +5; Senses glyph-finding; Perception +18
Defense
AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 natural; +2 deflection vs. evil)
hp 74 (11 HD; 6d6+5d8+22)
Fort +10, Ref +10, Will +12; +6 vs. writing-based magical traps; +2 resistance vs. evil
Resist acid 5, cold 5, electricity 5, fire 5, sonic 5
Offense
Speed 30 ft.
Pathfinder Savant Spell-Like Abilities (CL 6th; concentration +11)
At will—analyze dweomer
3/day—identify (swift action)
Oracle (Dual-Cursed Oracle) Spells Known (CL 10th; concentration +15)
5th (4/day)—mass cure light wounds, emergency force sphere
4th (6/day)—ablative sphere, cure critical wounds, freedom of movement
3rd (7/day)—cure serious wounds, dispel magic, remove blindness/deafness, communal resist energyUC
2nd (7/day)—bless weapon, cure moderate wounds, flaming sphere (DC 17), oracle's burdenAPG (DC 17), communal protection from evilUC, remove paralysis, scorching ray, spiritual weapon
1st (8/day)—bless, burning hands (DC 16), cure light wounds, ill omenAPG, liberating commandUC, protection from evil, remove fear, unwelcome halo (DC 16)
0 (at will)—create water, detect magic, enhanced diplomacy, guidance, light, mending, purify food and drink (DC 15), read magic, stabilize
Mystery Spellscar
Statistics
Str 10, Dex 14, Con 14, Int 19, Wis 10, Cha 20
Base Atk +6; CMB +8; CMD 18
Feats Dispel Focus, Dispel SynergyUC, Greater Dispel Focus, Magical Aptitude, Spell Focus (abjuration), Spell SpecializationUM
Traits gifted adept, reactionary
Skills Acrobatics +4, Appraise +6, Bluff +7, Climb +2, Diplomacy +15, Disguise +7, Escape Artist +4, Fly +4, Heal +2, Intimidate +7, Knowledge (arcana) +25, Knowledge (local) +16, Knowledge (nature) +22, Knowledge (planes) +16, Knowledge (religion) +22, Perception +18, Ride +4, Sense Motive +3, Spellcraft +27, Stealth +4, Survival +2 (+4 to avoid becoming lost), Swim +2, Use Magic Device +29; Racial Modifiers master scholar
Languages Celestial, Common, Draconic, Infernal, Thassilonian, Varisian
SQ adept activation, analyze dweomer, esoteric magic, oracle's curses (blackened, tongues [celestial]), quick identification, revelations (eldritch resistance, magic penetration, misfortuneUM), scroll master, sigil master, silence master
Combat Gear boots of escapeARG, mnemonic vestmentUE, oil of daylight, potion of cure serious wounds, scroll of acid arrow (x2), lightning bolt (x2), snowball (x2), scroll of align weapon (x3), scroll of arcane eye (x3), invisibility purge (x3), see invisibility (x3), scroll of barkskin (x20), heroism (x20), scroll of bear's endurance (x5), scroll of break enchantment, scroll of cat's grace (x5), scroll of cure light wounds (x30), scroll of death ward (x3), scroll of dimension door (x3), scroll of dispel magic (x10), scroll of enervation (x3), scroll of enlarge person (x3), scroll of fly (x3), scroll of force sword (x3), scroll of haste (x10), scroll of heightened awareness (x30), scroll of holy sword, scroll of life bubble, scroll of magic missile (x30), scroll of restoration, lesser (x4) restoration, scroll of shield of faith (x30), scroll of wall of force, wand of mage armor (50 charges), wand of shield (50 charges), reagent, myrrh (100); Other Gear chime of opening, cloak of resistance +3, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked pink and green sphere ioun stone, handy haversack, headband of mental prowess +2 (Int, Cha), wayfinderISWG, ablative sphere material component (worth 10 gp) (20), 8,015 gp
Special Abilities
Adept Activation (Ex) Can always take 10 on Use Magic Device, except when activate blindly. Rolling 1 is not auto-fail.
Analyze Dweomer (Sp) Use analyze dweomer as a spell-like ability.
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Dispel Focus +4 CL when you attempt a dispel check.
Dispel Synergy Dispel magic target takes a - 2 penalty on saves
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Esoteric Magic (Ex) Add chosen spell (any list) to base spellcasting class' spell list.
Glyph-Finding (Ex) Use Spellcraft to find written magic traps only, otherwise as trapfinding.
Magic Penetration +2 (Ex) You gain a +2 bonus on any caster level check made to dispel or remove a magic effect.
Master Scholar (+3) (Ex) Can always take 10 on Knowledge (arcana) and Spellcraft.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Quick Identification (Sp) As a swift, use identify as a spell like ability.
Scroll Master (Su) Use own CL instead of item's for scrolls/spell completion.
Sigil Master (+6) (Su) Gain bon vs. written magic trap, if triggered by you, may not go off if save.
Silence Master (3/day) (Su) Silently activate comm word, spell trig/comp item. Activate to cast spell as silent metamagic rod.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Dispel Magic) Pick one spell and cast it as if you were higher level
Tongues (Celestial) You can only understand and speak one language in combat.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
It does mention that for the purpose of enchantments it can be granted by spending a point that it counts as a manufactured weapon, not just unarmed strike.
They also state that for the purposes of remaking it out of special materials to use the statistics of a heavy mace for weight and price.
Very true. But unless otherwise stated enhancement bonuses do not stack. Since you get enhancement bonuses already under the normal progression I don’t know if you could further add to it. Now if you were to add special qualities that might work, for example holy or axiomatic.
It’s similar to how a blade bound magus works and it might be worth to check out if they can enhance the weapon faster than on the chart.
Since it says that the arm receives no bonus from other ways to enhance unarmed strikes, such as an amulet of mighty fists, I would say no. But that’s just my humble opinion.
My question is that if it is considered an unarmed strike, which is a light weapon, how can it have the impact special ability for the magus to choose? I’m just wondering if this could be used with the Dancing Dervish magus we’ve all seen before?
And of course, I would be remiss without thanking GM Red. It was a pleasure to have you GM this for me. This character's goal is to do all the things associated with freeing Raginori. So it was nice to play, even though I didn't do much.
Sorta my first. I was invited to go and play RotRl with Livgin but the gm backed out before we even got to the first combat. This is the first one I’ve seen through to the end.
Thank you everyone for letting me play. I had a blast! I wish I could've posted more and in more detail but something to keep in mind when I go to future online games. Thanks again, it was much appreciated.
The two giant spheres, and if the creature don't get the offering of a magic item, they will the spheres into motion, but there doesn't seem to be any mechanical effect.
I did not see this anywhere, so if this is another section of the website I apologize. But if not let's get this party started.
Spoiler:
Shifting Cells (Area 6)
The cells are not labelled. What cell is which? From the text I deduce that the PCs start in the area that's supposed to be F, but not sure.
Area 7
What is the DC for a grease covered floor?
Void's Relic (Area 12)
If by some miracle, the PCs get the forbidden knowledge to destroy the Wraithstone, but it managed to dominate a PC before that happens, what is the effect of the dominated person? I know it forces the person to leave the dungeon but what happens if it is destroyed when a player is already dominated? Does the dominate end?
The Final Battle (Area 16)
It says the bridge rotates once every 2 rounds on it's triangular expanse. The room is rectangular, so how does it rotate?
If I think of anymore questions, I'll post them here.
On page 43, it lists that whoever consumes the gray muck gets a +1 inherent bonus to Intelligence that is permenant. There is nothing on the chronicle sheet that reflects this and that's a huge bonus. Suggestions?
A phantom blade spiritualist might work. The phantom blade is treated as if its ghost touch, so it's very easy to flavor it as force.
Thank you Imbicatus! You are the best! I briefly glanced at the phantom blade before, but I never took the time to look at their spell list, more force spells than the magus (including spiritual weapon and spiritual ally), still it can hit awesome and some nice spellstriking to go with force punch. My next pc has been found!! Appreciate it!
I looked at the kinetic knight with aether, but unfortunately the force whip doesn't come into play until 7th lvl. I thought it came on too late when others are available.
I have several unused GM credits from PFS for a PC. I thought it would be really cool to make a force fighter with a pathological hatred of incorporeal creatures. I'm not sure on the kind of build for him. There is some force spells out there that could certainly help. My conditions for him are:
1) Must be a melee fighter
2) Must use force effects if at all possible/reasonable.
The closest thing I have right now is a Wayang Kensai Dervish Dance magus. Nice build. Use instant weapon to create a scimitar, enhance it with magus arcana, use mage armor, shield and force punch, and I should have a fairly decent PC. Of course, MOST people use the Kensai Dervish Dance build because it is so good. So I'm just curious if others have suggestions that I could put in.
I think you must've spam-clicked the create thread button, because there are 5 of these.
.
One of them doesn't have (evocation) after the tattoo feat, but that appears to be the only difference.
I think it's too late to delete the replicas.
As a note: any time a harrow deck is used by a feat or class feature, you must have an actual harrow deck. Regular cards or dice rolls are not acceptable substitutes for PFS.
I assume that 1st level feat is Harrowed. Harrower is a prestige class.
Toppling spell is a nice use of MM with magical lineage, though it's more control than blasty. Fireball is so frequently used with magical lineage because that spell gets the most mileage out of metamagic for its level.
Pseudodragon requires 7th level arcane caster. Also I think you'd have to have 7 levels in arcanist before getting it; I don't think harrower advancing your spellcasting meets the prereq for improved familiar, but I'm really not sure on that one.
If you desired it, you could dump charisma further. Most arcanists keep it a bit higher for exploits, but none of your chosen expoits require charisma.
I love the harrow and wished that more of the archtypes and such that employ it were stronger.
Sorry about the multiple posts. I clicked post and then I got the Goblin screen of death. Tried to delete the other posts but it's not letting me
I do have an actual harrow deck.
You are correct. Harrowed is my feat.
Normally you are correct about the pseudodragon but there is a scenario out there, which shall remain nameless, where you can pick it up at lvl 5.
Somebody said I could dump str too. I'll play with the numbers and see What I can come up with.
I agree about the harrow deck not having more. More feats and archetypes needed. Personally would love to see a Harrow Pally that when they smite, the target becomes affected by ill omen.
This is a new and flavourful build on a blaster type of character. This is NOT the most effective blaster out there. If you want that, go see the school savant/energy admixture school threads. This is for some fun and flavour.
I'm running a CotCT campaign using the new updated version (awesome job btw paizo!), and I figured I should use the chronicles to create a harrow deck type of character. I also had my EotT pc credit that had to go somewhere so I thought this would be it. So what would do people think?
Casamir
Human (Varisian) Harrowed Student (from Occult Origins)
Str 8
Dex 12
Con 14
Int 20 (+2 for human, +2 from EotT)
Wis 10
Cha 14
1st lvl Feats Harrower/Spell Focus (Evocation)
Traits Harrowed Born/Magical Lineage (Lightning Bolt ((why? Everybody does fireball or magic missile))
Skills
Craft (Harrow Deck)
Knowledge (Arcana)
Linguistics
Use Magic Device
Perform (Switch to Fly at 6th)
Perception
Diplomacy
Appraise
I will be taking a pseudodragon Familiar with the sage archetype for helping me with knowledge skills. So this is PFS legal, i feel it has a lot of flavour, and should still be effective. Any thoughts?
So I'm building a Harrow Student (From Occult Origins) using the CotCT chronicles that I'm currently GMing. Varisian Human (of course) with a role as the party blaster/backup face/and then divination on the side. He's going 5 lvls of Harrow Student and then Harrower for the rest. Can anybody think of some cool feats and/or magic items he should have?
Greetings all! I'm just about set to run CotCT as a home game. I've downloaded the chronicle sheets for the people who want to apply them to the Pfs legal characters. Everything looks good. And then a really insightful friend of mine made the observation, that none of the content in the Anniversary Edition has been made PFS legal. Is that something on Paizo's radar? The RotRL anniversary edition has been added to the additional resources page, but the CotCT has not.
Because of a lot of cool stuff that's in the edition, I would like to respectfully ask if this can be done. In particular, in the appendix are the stats for the house drake, a new type of dragon that can be taken as a familiar. I would like to heavily campaign that this be made PFS legal, OR
Spoiler:
Have a scenario in Korvosa, where a house drake can be taken as a boon, just like the faerie dragon from season 4.
If others agree please chime in here. Thank you!!!
Scott, eventually I would like my character to find a rod of Giant Summoning. This is illegal in PFS for good reason, it is overpowered. If you allow me to find it, but increase the price, I understand.
So I'm running the scenario this Saturday and I have a couple of questions
1) Would the PCs still lose out on the gold if the professor was dead but they cast raise dead to bring her back?
2) If she is dead by the time the PCs arrive and she uses the alchemist coat to make the speak with dead extract, should I remove that from the chronicle?
1) When summoning creatures with the celestial template what alignment would they be? I'm a LG cleric. The spell says they should be my alignment but another site said they'd be NG. This is NOT for sacred summons. I'm a harrowed summoner so it affects duration.
2) When using the SGM feat, if I choose a monster that appears on both lists, such as celestial eagle, does it get the diehard feat?
Random things I thought I'd see on your list I'm not seeing:
wands - any, as you have weaponwand as one of your spells known, but no wands in your gear list...
arrows which are blunt, cold iron, or alchemical silver (your enhancement bonus is only +1) - or any other specialty arrows (ex. dye, trip, tanglefoot, splintercloud)
a backup weapon, or at least a spiked gauntlet in case of grappling / prone
Some random thoughts on other things you may want to think about purchasing:
50gp - air crystal
50gp - anti plague
50gp - anti toxin
150gp - scroll of see invisibility or glitterdust (or 600gp for a tar & feathers feather token)
300gp - potion of darkvision
750gp - potion of cure blindness / deafness
1,000gp - bead of newt prevention
1,000gp - add adaptive to the composite bow
1,000gp - fortifying stone to attach to the composite bow
2,000gp - blood reservoir of physical prowess
2,000gp - efficient quiver
3,000gp - add impervious to the composite bow
3,150gp - silver nocking point
I didn't get into all the stuff I have. Just some of the relevant part.
I assume because if all the combat combined in a day is less than 31 rounds, then he has enough bardic performance to support it, and does not need to buy an item to give him more.
I don't have any specific advice or suggestions, but I've been looking at making a magic based archer for awhile and so your build is particularly nice. I was wondering if you would be willing to share some general experiences with it as you leveled up. In particular, did you find the lack of a spell slot at each level to hold you back? Any obvious "gotchas" or moments where you felt things didn't work?
To be honest, I played this guy to lvl 2 and then GMed everything but my last two scenarios. So I can't say anything beyond this guy is a good party character. Everybody loves him around, not the least of which is when he starts his bard song for inspire courage everybody gets +4 to hit and +4 to dmg and +1d6 sonic dmg.
Spells are not really a problem as I only use them when I can't make a full attack. The only thing that is frustrating is I have to wait to either switch out spells or add the evocation ones. But because pathfinder allows retroactive bonuses to apply, every time I raise my Cha I get a new spell to choose. Also using the rules for retraining in ultimate campaign can help in a pinch.
Make sure you have a get out of dodge maneuver. Mine is use my jaunt boots to take a 15ft step that doesn't provoke as a move and then DD REALLY far away. First range increment for a longbow is over 100ft, and that usually takes the BBEG a round or so to get to me.
GHOST SALT ARROWS - everybody breathes a sigh of relief when I can take care of pesky incorporeal creatures.
I thought about that, but my party pointed out that if combat actually lasted more than 31 rounds, than the cleric is out of spells, the alchemist is out of bombs, and the party is toast. For 18K it just didn't seem to be worth the price.
Nice build! I have an Arrowsong at level 8, and it looks like your build. I could take notes from your build. One critique though: your Bracers of Archery don't stack with Bardic Performance, you know that, right? I saw them and decided to not buy them because my first action in combat will pretty much always be to Inspire.
I didn't see that!! Good catch. Good thing I didn't buy the greater version. Thanks.