Glych's page

Organized Play Member. 33 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




I'm playing a hydrokineticist and looking at taking a VMC. Does the oracle of waves' freezing spell work with a kinetic blast that allows a save?


Hi guys, I'm about to join an ongoing game where the party is a band of pirates; pillaging, plundering and looting from the Queen's Navy and other pirates alike. They currently have a pretty well rounded party, so I decided that since they already function pretty well, a kineticist isn't going to drag them down too much.
To clarify, I've avoided the kineticist for ages because it seems like a class that boasts versatility at first glance, but if you want to be effective you need to hyperspecialise. Since this party hasn't set foot on dry land for longer than a day so far, I thought it would be a good opportunity to try out the hydrokineticist.
We're level 7, 20 point buy, plus I get level 6 WBL as starting gold, and the only thing that I'm set on build-wise is playing undine. Are there any feats/items that I should look at if I want to be an asset to the group? I'd rather not go full melee, but the longer I look at the class (and the fact that without kinetic blade you don't get iterative attacks with your blast) the more I think that if I want to be useful I'll have to wade into the thick of things.
Thanks for the help! :)


Basically the title. I'm playing a level 4 phantom thief rogue in a party with a paladin, a cleric and a wizard. I decided to focus entirely on social and out of combat utility.
What I was wondering is are there any magical items, or even non-magical items, that I could use to be helpful to the party in combat? I don't want (or particularly need) to deal tons of damage, or provide exceptional control. I'd just like to have something that can make combat a bit easier for the rest of the party.
Many thanks :)


Hi guys, I've had an idea kicking around in the back of my head for a while, and I was wondering if anyone else has tried to make something like this before.
I'm wanting to try to make a character who specialises in using magic items, and has ways of improving them.
For example, is there any way to improve the DC's of wands, recharge wands without using money, get extra uses per day of items etc.?
I considered making a rogue who could do this, but if I want to craft items I'm going to need some magic to get crafting feats.
I realise this is quite a bit like the artificer from 3.5, and I'm sad that the class hasn't come across to pathfinder, but is there any way to multiclass something together to make a pathfinder equivalent?

Many thanks!


Hi guys, I was just looking to see if any new archetypes had come out recently, when I ran across the hoaxer.
At first glance it seems pretty cool for making a swindler, but I was wondering if I could get some clarification on a few things.
1: Bad Deal- Specifically, when you place a hex in an item, to keep the hex there do you need to keep expending rounds of bardic performance, even if you've not given it to someone yet?
For example, if I place evil eye in it, do I need to expend a performance round to put the hex into the item, then spend more performance rounds while I'm making a diplomacy check to make a person take the item, and even when they've taken the item, it's only granting them a penalty for either a round or (+int) rounds?
Or, do I need to spend a round to hex the item, it stays hexed until I give it to someone, then I can keep spending performance rounds to keep the item hexed, thus giving them the penalty for longer?
If it's the first, I've got to say the archetype seems pretty bad. It's a lot of resource expenditure to give a person a penalty which the witch can give from range, without any required set up, and can be maintained via cackling.

2: Curse Crafter- So the hoaxer gets some crafting feats, but only to craft cursed items. The problem is, I can't seem to find rules for deliberately making cursed items, and most of the specific cursed items I can find have a high caster level (12+) meaning the feats are pretty useless until 12, if they can be used at all. So am I able to just make inverted magic items (ring of -4 str etc.) or is there a page that I'm missing?

Sorry for the wall of text, this is the first time I've seen a bard archetype that interests me in a while :)


Hi guys, I'm about to start playing in a new game, and decided on playing a cleric. After a bit of consideration I'm leaning towards taking the asmodean advocate because it gives me the potential to deal with social situations, whilst still having the full cleric capabilities.
My question is can I also take the evangelist archetype? Asmodean advocate stipulates that I can only have 1 domain, and it must be trickery. Evangelist simply says that I can only have 1 domain.
I'm just wanting to check if I can take both, or if the fact that the archetypes both alter the same ability prevents me from taking them together.

Many thanks!


I was just wondering how channel energy would work with a Hex Channeler/Witch Doctor Shaman with Life Spirit/Envoy of Balance.

Hex channeler gives you 1 pool of channel energy, with the option of increasing it by using up a hex slot. I'm assuming that the feat "Extra Hex" allows you to boost it faster. You can use it 3+cha times per day.

Witch Doctor gives you a channel positive energy pool which treats your cleric level as your shaman level -3 for 3+cha times per day.

The life spirit gives you channel positive energy with your shaman level being treated as your cleric level, but only 1+cha times per day.

Envoy of balance then advances your channels, and stacks with levels granting channel energy before it.

My question is, how do they each interact? Can the hex be taken to bolster another pool? Do feats such as improved channel apply to them all? Which one would envoy of balance raise? I've been trying to get a channel build to work before, and with bless equipment etc and the plethora of channels I'd have, I think this might be it.

Much appreciated :)