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Can I join thorin’s guild? My character is good aligned so I probably would be best suited to joining a guilds that’s mostly neutral than mostly evil. Alternatively I could be like the token good guy like touch me was in aniz ooal gown or just have my own not active guild


Ok I received permission from GM to gen my character will make it an alias and put it here soon. Oh yeah and will come up with a backstory. That might take a little longer since it’s been a while since I wrote anything. My templates are now suzerain creature and holy

ability score: 5d6 ⇒ (6, 5, 6, 1, 3) = 21=20
ability score: 5d6 ⇒ (5, 2, 5, 3, 6) = 21=19
ability score: 5d6 ⇒ (3, 4, 4, 2, 4) = 17=15
ability score: 5d6 ⇒ (4, 5, 3, 2, 4) = 18=16
ability score: 5d6 ⇒ (5, 5, 6, 4, 5) = 25=21
ability score: 5d6 ⇒ (3, 3, 5, 2, 2) = 15=13

Hmmm think I can put 13 into int since my templates boost mental ability scores. The rest I will decide later


Hey everyone,
I pm’d GM wolf because I was interested in joining and was worried there are too many people but GM has told me I can put my character concept here.

So my character concept is just a slight alteration of a gestalt character I made before:
An advanced Suzerain (pure blooded azalanti) human Master summoner 7//Scaled fist monk 7/dual path archmage(hierophant)1

https://www.d20pfsrd.com/bestiary/monster-listings/templates/suzerain-creat ure-cr-1/

The character concept is a summoner whose summons and allies are supercharged by her presence, taking all the summon feats she can in her feat tree while using her monk training to avoid danger. I intend to take noble scion of war and divine grace for the bonuses to the backstory. So the in game explanation will be her supernatural charm makes it more difficult for her to be harmed.

Personality wise she is sort of a pacifist and generally won’t get physically involved in a fight, using summons or just her defensive ability, preferring to use diplomacy but I could change it if the GM wants me too.

I will also be listing her summons as aliases so it’s easier for combat and to make sure I don’t boggle down combat.


I grok do u wrote:
Azothath wrote:

The self buffers like Alchemist, Alch- Gun Chemist, Bard- Archaeologist Bard aren't bad.

I don't think an INT 12 qualifies as MAD... lol... you won't be casting on foes.

If the plan is to go musket master 5/gun alchemist X, PC would still want greater INT for number of uses of alchemical ordnance and its splash DC (+ a bit of extra damage). INT 12 does cover minimum extract reqs until alchemist level 7, though.

Siege gunner pairs better with gun chemist or INT-based casters, but I assume the musket master is still the preferred flavor. They do seem to be stackable archetypes, however.

Gun chemist seems to be the most direct increase in power since it ate something like 1d6 per odd level in gunchemist and at a good amount of times a day… how would it compare to inquisitor’s judgement and bane?


Melkiador wrote:
My preference would be to stick to wisdom based classes. You shouldn’t need that much attack bonus, since you already have 5 levels of full BAB and mostly target touch AC. Inquisitor would be a natural pick

Inquisitor would give me just enough BAB to have 4 attacks like hunches with gunslinger 5/inquisitor 15. It could be pretty cool playing a god fearing gunslinger though? Any archetype suggestions or is normal inquisitor good?


Azothath wrote:

most of the Gunslinger guides are dated.

It's hard to avoid magic in a magic based game...

For Gunslunger, Pistolero, or Musket Master (& I think you may mean 6th level) you can dip into;
Martial: Fighter(feats), Brawler(martial flexibility). Monk 2(+3 saves and IUS is very nice) and Samurai(good for intimidate track) are okay and Rogue is bad.
Caster: Magical Knack & Int or Wis of 12-14 then Arcanist(dimensional slide), Wizard-Diviner(wiz spell list and nice abilities, see Coin Shot:T1 spell), Ninja(ki pool), Cleric-Varisian Pilgrim(support), mayyyybe Psychic. The previous beat Bard, Druid, Ranger, Witch, etc.
I'm against Ability scores less than 10 if avoidable.

I will be dipping starting at level 6 if that’s what you mean, staying in musket master just long enough(til level 5) for the +Dex to damage:

I was thinking fighter for a ton of feats since ranged attacks are pretty feat intensive, maybe a dip in monk will be ok combined with fighter. Would it be normal monk or the Ken archer monk? I don’t intend to go for the intimidate feats unless I have a lot of feats left over so samurai is properly a pass

Do any of the casters boost my damage significantly? There’s a wizard and cleric in the party already so I am not too concerned about versatility. Coin shot seems like something buster Scruggs would do so as a gimmick lol


So in one of the games I am building a character for, I kind of want to be a pure damage dealing musket master. The issue I have seen from gunslinger builds online is apparently the consensus is ditch it after level 5 since that’s when you get Dex to damage. But my question is what do you fill the remaining levels with?

I was thinking for a build without magic: maybe something like weapon master 15 for super fast weapon training scale and advanced weapon training on muskets?

The other build that I had in mind with use some magic to make the builds hit harder but I am not sure what to put here. Maybe a ranged magus or spellslinger?

So yeah I need advice on how to build a gunslinger with just pure ranged damage and with magic bullets.


Belafon wrote:
Frillfill wrote:
Yeah unfortunately dominate monster would be the best spell in this case as it and the chalice basically lets me mind control any creature i want. Unless theres a divine caster that also lets you cast it, i wont be able to use rage prophet since it specifically requires a divine caster

Rage Prophet also requires the "Oracle's curse" class feature.

The Charm domain does have dominate monster as a 9th-level domain spell, so you could be an oracle 1/barbarian2/cleric 10/rage prophet 7 and get 9th-level cleric spells (as long as you take Prestigious Spellcaster twice). But I wouldn't do it. Too much of a one-trick pony, I'd rather be pure sorcerer at that point even though the DCs will be slightly lower.

Edit: OK, I figured out why we are having trouble with your "chalice." It's the Chalice of Lissala from Return of the Runelords. You must be using d20pfsrd, which wasn't allowed to use the proper names of Paizo's deities.

Ohhh so thats why there a mention of a deity even though on d20 it doesnt have any association with a deity. We use d20 more often than AoN so i got the name from d20. Oops


Belafon wrote:
Frillfill wrote:
Also rage prophet might raise dc sky high but it doesnt matter if i dont have access to 9th level spells and specifically dominate monster.

Sounds like you have settled on dominate monster, so the question now in front of us is "how high can I raise the DC of dominate monster?"

Rage Prophet could allow you to get 9th level spells thanks to Prestigious Spellcaster, but I don't believe there are any oracle mysteries or archetypes that give you access to dominate monster so that's out.

Yeah unfortunately dominate monster would be the best spell in this case as it and the chalice basically lets me mind control any creature i want. Unless theres a divine caster that also lets you cast it, i wont be able to use rage prophet since it specifically requires a divine caster


rorek55 wrote:

couple of things, crossblooded- why not take it? You have literally no real loss starting at 20. You'd also get +2 to charms or +2 to compulsions (my preferred) on top of the +4 from capstone.

that said, outside of spell focus feats, spell perfection, and heigten spell. There is not a lot of ways to boost your DCs, and you'll likely not have them stick, even with persistent spell. Not to mention the plethora of things plain out immune to most mind effecting spells at that level of play.

The rage Prophet has the highest DC bar none in the game though. Its just garbage to play really for like, 6 levels. Which you get to bypass.

Umm why tho? Did you not see i have the chalice of enchantment? It lets me bypass immunity to mind effecting effects so if it lands it will stick no matter the creature

Also rage prophet might raise dc sky high but it doesnt matter if i dont have access to 9th level spells and specifically dominate monster. Since dominate monster with the chalife means i can make anything my thrall as long as they fail the save


Azothath wrote:
Frillfill wrote:

...

In my case i specifically have a tail because of fox shape and because of nine tailed heir so i have multiple tails. Also all kitsune starts of with a tail, its why you can only take magical tail 8 times, you already have one and with the additional 8 you become a nine tailed kitsune

yes, I get it. Not the first to go that route. comment - I was just pointing out a pedantic deficiency in RAW

The first tail can hold/manipulate stuff (two feats to do that).
The other tails?... I'd say no as that would require more Grasping Tail feats and the Game is sensibly stingy with extra appendages that can do stuff and extremely stingy on using weapons/shields.

Yeah only my first tail needs to hold one item which is the artifact


Azothath wrote:

like my old math professors were fond of saying, "pictures prove nothing".

LoL- I understand but it is simply a matter of a complete description and in this case Paizo didn't mention it. I'll add that the feat requires a tail... so it's a good thing most GMs (who even notice) understand the issue.
For me it just means playing a tailless kitsune is possible and supported by RAW.

In my case i specifically have a tail because of fox shape and because of nine tailed heir so i have multiple tails. Also all kitsune starts of with a tail, its why you can only take magical tail 8 times, you already have one and with the additional 8 you become a nine tailed kitsune


So, sice my dm allowed me to gain the chalice of enchantment as a magic item for my kitsune build(the one in the advice forums), i was thinking on how to use its effects while in fox shape.

So the feat mischeivous tail lets the character use your tail for all purposes as though it were a free hand, though they cannot effectively wield weapons or shields with it. The chaice of enchantment is not a weapon and to benefit from it you only need to hold it, sort of like a metamgic rod. To be fair, the item description does say while holding it in hand you gain its benefits, but since your tail can function as a free hand for all intents and purposes, i would say you could benefit from it while its held in your tail while you have the feat.

Of course you would need to put it in a polymorphic bag first and then use your tail to retrieve it which grasping tail should be able to do. So thoughts?


Also as an update i have decided to go for nine tailed kitsune for my archetype. The reasons why is because i think crossblooded is not needed for my build since instead of a bloodline arcana that gives a +2 to dc for charms, i can just take the alternate capstone for a +8 to charisma and so a +4 to dcs. Also since i am playing a kitsune anyway i might as well go for the sorcerer archetype for the maximum flavour.


Belafon wrote:

Barbarian 2/Oracle 11/Rage Prophet 7

The point of the build is the Ragecaster ability. When you activate it you add both your Charisma modifier and your Constitution Modifier to the DC.

Here is a link to a build I did a couple of years ago for a "highest DC challenge" that ended up at DC64. That was for an illusion spell and didn't allow mythic material, but there are some generally useful tidbits in the build.

Very interesting but theres a pretty big issue with this build. Other than the MAD, if i am not mistaken due to rage prophet missing 2 spell levels, you dont get 9th level spells, since at lvl 20 you would be a 16 level oracle for spells per day. And since the spell i am focusing on as my trump card here is dominate monster, i cant use this build. In fact i dont think dominate monster is on the oracle spell list, tho some patron probably offers it.

I will look into the thread to see if there are any other tips for increasing dc tho


Mysterious Stranger wrote:

Not sure how much more you need to boost the DC of your enchantment spells. They should already be in the 40’s. If your GM allows it you could take the mythic path ability longevity and set your age to venerable. That would boost all your mental stats including CHA without penalizing your physical stats. You can also take the mythic path ability enhanced Ability (CHA) to gain an extra +2 CHA. If you do that your CHA should be about 44 which gives you a CHA bonus of +17.

If you can use the Mythic Hero’s Handbook there are a couple of path abilities that can be useful. Mindthrall allows you to spend mythic points to make your charms and harmful compulsions permanent. Spell Dilation will increase the area of some of your spells.

Taking Dual path (Trickster) would open up Subtle Magic. Being able to conceal the fact you just cast a charm spell would be very useful.

Taking dual path never crossed my mind thanks for telling me. Will ask if the mythic heros handbook is available


I grok do u wrote:

Feat Subtle enchantments gives you a chance to cast secretly, and boosts the sense motive check DC for noticing target is under enchantment.

If esoteric components are allowed, verdant salts can get a bonus to DC.

Kinda going the other way, but debuffs like bestow curse (and greater bestow curse) are going to be the other major way to help your spells land. Shaken and sickened are good conditions (-2 on saves) to inflict as well, whether magically or mundanely.

I do intend to take subtle enchantments on the off chance my spells fail and to increase the sense motive dc, tho not by much.

Verdant salts are also pretty cool so will likely add those in.

I can take the bestow curse spells or use wild arcana to cast those


Mysterious Stranger wrote:

Don’t forget about the Spell Penetration line of feats including Mythic Spell Penetration.

If you really want to make your spells harder to resist Arcane Surge forces a non-mythic character to roll twice and take the lower result. It also allows you to add your tier to the roll for overcoming spell resistance and to roll twice taking the higher result. But Wild Arcana allows you to cast any spell off your list even if you do not know it. Personally, I would go with Wild Arcana for a spontaneous caster.

Make sure you are getting some mythic spells by taking either Mythic Spell Lore or Mythic Spell Casting. Mythic enchantment spells do not usually boost the save, but they boost other aspects that can be just as important.

Abundant Casting is also something you should look at. For spells that have affect multiple targets you add your tier to the number of targets. You can also spend a mythic point to affects an additional target with a spell that targets one creature. Being able to charm or dominate two targets per spell is always useful.

Yup i wont neglect the spell penetration line of feats and the will be taking wild arcana is thats just without a doubt the best general purpose ability. Will take mythic dominate person and some other mythic enchantment spells.

Playing to take abundant casting as well as the mythic path ability infectious spells for spreading to the maximum amount of people per spell.

Am considering taking eldritch heritage and mythic eldritch heritage for the arcane +2 to dc for enchantment and the metamagic stuff. Might also go crossblooded fey/infernal to even out my enchantment to just be another flat +2 to enchantment. Plus the fey ability to reroll the SR checks .


zza ni wrote:

for one spell perfection feat double any numerical bonus feats give for the spell.

So the bonus from spell focus \penetration and such will be greater. It also let you use 1 metamagic free of casting time\ spell level added, which can go to heighten spell for extra dc as well. (the spell will hit as a 9th level spell while costing only it's original spell slot to cast)

The boosting from spell perfection is good as it will give a +4 from spell focus, greater spell focus and mythic spell focus for one spell. Maybe dominate monster is a good fit for that feat


My DM has agreed to run a short game that lets us play as lvl 20 characters with mythic tiers and one artifact(he is insane i know).

So i wanna play a character that runs around with as high dcs for enchantment as possible since i am taking the chalice of enchantment which lets me bypass immunities.

So currently i got kitsune sorcerer 20 for the +6 to dc with the race bonus and fcb. Probably fey to gain a +2 to compulsions. But after this i am kinda stumped on what to take besides spell focus, greater spell focus and mythic spell focus.

Any thing else i could add to boost DCs? Also i already locked in the artifact, as that was the first requirement by him so cant really change the build completely now