Witchfire

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Organized Play Member. 466 posts (485 including aliases). 1 review. No lists. 1 wishlist. 2 Organized Play characters. 9 aliases.


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Something like a Ring of Spell Knowledge might be helpful.


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I'd probably mention Cayden's Divine Fighting Technique - Blade and Tankard style. It lets you treat mugs/tankards as a light mace, and do Two-Weapon Fighting with a light weapon / rapier where you can replace attacks with a mug with drinking a potion contained in said mug. Wield two mugs, take two chugs.


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I suppose you could potentially look into Demonic Implants, if you want to make literal use of body parts.

The blood can be used as a component for Infernal Healing by RAW - potentially you could argue that consuming some of it would give fast healing X for X rounds, as some sort of a makeshift potion.

There is also Angelskin (CTRL + F: Angelskin for the entry), which I guess you could use as a base for if they want to craft armour out of it - or perhaps more fun, given the resistances of a pit fiend, you might want to use Dragonhide in place.

It might be worth looking into Dragoncrafts too.


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Slight necro, but I figure it's threadworthy:

As of the APG, I'm pretty sure an Unseen Servant is an excellent candidate for receiving a Final Sacrifice spell. It is a low level spell slot that can be cast before encounters, mindless, summoned (so it has the minion trait), flies, and it's naturally invisible, making it harder for enemies to smack.

Boom.


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I am a fan of Animal Feature off the Ranger focus spell selection, simply because it is a single action focus spell that gives flight available to pretty much any character come level 8. To the skies, gentlemen!


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My thought is to combine it with either Champion or Monk, but probably Champion due to the charisma synergies.

Why? The proficiency of innate spells is equal to the highest spellcasting proficiency your character has. Champions are trained with divine spells, which progresses to expert at 9th level, and master at 17th. Compare that to an MC caster that gets expert at 12th, and master at 18th. Then add in that you get 4th, 5th, and 6th level spells 2 levels earlier - in other words, it seems like the quickest way of making a martial gish, of sorts. (Sure, you miss out on 7th and 8th level spells, but those only show up from level 18 onwards...)

Champion can also get a free weapon rune, so combine that with the living rune feat for all the free stuff :)

My personal thought is to make a Runescarred Champion that emphasises charisma, and takes most of the innate spell-granting tattoo feats from the recently released Inner Sea Character Guide, and maybe even the Irriseni Ice-Witch feat at level 13 for that extra 1/day Wall of Ice. Since you'll still be quite behind on what you can do with your spells, I figure that the best usage is to focus on flexible spells - in other words, illusions like Illusory Object and Illusory Creature. Shrink Item is also noteworthy, seeing as it lasts for 24 hours, but indefinitely if it is kept somewhere it can't expand. In other words, shrink everything, pack it tightly, bring it with you - and hide it behind your illusions.

Champion is also neat because it gives you access to some rather amazing focus spells, depending on what deity you worship. Sarenrae is pretty amazing for Dazzling Flash, but Shelyn is also pretty baller with Splash of Art. Regardless, there is plenty of customisation available - but I personally suspect that this is likely to be one of the quickest "gishes" to get online.


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Question as posed in title.


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Draco18s wrote:

Channel is a monster amount of healing. 1+CHA is a good spot for that power. It was 3+ in the playtest and it was so much as to dwarf the amount of healing you could get from any two other sources combined.

The "infinite healing" you are claiming isn't actually infinite. Focus comes back at the max rate of 1 point per 10 minutes, and 6 hp isn't that much. Yes, that's 864 over the course of one day, but you need to sleep too. That drops it down to 576. But you're probably not able to actually use the power every 10 minutes. Lets cut that down to once every 30 on average because you're doing other things too. 192 hp.

192 is probably enough to fully heal a 10th level fighter one and a half times.

Lets look at Channel. Er, Divine Font.

For 2 actions at 10th level you can heal one person for 5d8+40 or about 62hp. That's almost eleven uses of Lay on Hands (110 minutes!)

How many does the cleric get every day? Well, if they're not completely antisocial, 3-4 (a 14 or 16 CHA). 186 or 248 healing every day.

What if they go 3-action? 5d8 * targets. We'll assume a party of 4 and that we only get 3 people's worth of full healing each time (someone wasn't hurt, they were out of range, otherwise didn't get full benefit), average 67hp. Gosh, that's actually better than the 2 action version!

Um, Lay on Hands scales too (6 HP for every level it is heightened). At 9th level, it'll restore 30 HP per use.


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Also, you probably don't have the Aether subtype, so you're getting the +1 competence bonus from the Wysp (which won't stack with things like a bard's inspire courage), and the bonus to aid another won't apply to you.

Might make the choice easier on your end.


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Scott Wilhelm wrote:
Xaimum Mafire that Smoke Wizard subschool wrote:
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.

Plus Pyrotechnics. Then,

Xaimum Mafire wrote:
you can smoke/fog up the battlefield, give your Rogue Smokesight, and give him free Sneak Attacks for an hour.

To achieve a similar effect, I was thinking Flame Dancer Bard .

Flame Dancer wrote:
Song of the Fiery Gaze (Su): At 3rd level, a fire dancer can allow allies to see through... fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally

and just getting an Eversmoking Bottle .

Eversmoking Bottle wrote:
The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round.
The Bardic Performance doesn't last as long, but you hit all your allies with a single action. Also, I'm not suggesting a Mystic Theurge Bard, so your suggestion is more on-topic, but I thought it would be interesting to compare ideas.

Ashen Path is also a thing, and is widely accessible from level 3 onwards. Otherwise twenty thumbs up.


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ShroudedInLight wrote:
nicholas storm wrote:
Really thinking my next character is going to be a sorcerer with the unicorn bloodline. Bonus spells are healing spells (including heal at level 6). Your bloodline arcana gives light healing every time you cast a spell.
There are some bloodlines I'm not comfortable with because of the parental implications. Unicorn is one of them.

Justify it by saying that "It was at truly great cost that I got that first level of sorcerer, but that is a sacrifice I was willing to make. So sure, my blood does carry power, but it's not exactly all my blood..."


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Apocalyptic Spell is a quite neat metamagic feat for combining battlefield control and blasting - let alone the fact that Apocalyptic Metamagic Rods is a thing as well. I'm a fan!


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Two thoughts:

Jistkan Artificer + Peg Leg trait = fully functional Edward Elric. Full Metal Alchemist ahooooooy!

Shared Training looks really, really, really good.


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Isn't a part of the Awaken Nature Oracle loop to cast Miracle -> Contingency, for a simple "When Intelligence has been drained to <3, cast Awaken" contingency? Simple and self-contained.


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As for things you can theoretically fight, my vote goes to Baba Yaga. Have fun.


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I'm calling it - the Goblins will be lifted from their age-long curse as in Return of the Runelords, Xanderghul himself will come down to Golarion, reclaiming his throne as an enlightened goblin-philosopher king, ushering in a new age of prosperity for the humanoids in PF with the clearly largest brain-to-body ratio in the game.

Just you wait!


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Feat-starving fated champion
Dipping deep in words of verse
Know your kennings, know your classes
That you'll death in rage disperse

If for flavour you are searching
Swans of blood will willingly serve
Swing the raven's feeder swiftly
and your enemies end ensure

Bloodragers are born of battle
Familiar to fey and kin
Share your rage and ramp it upwards
Do it early - fight, and win

Skalds will seldom fight flat-footed
Consider then what gain you'll get
If investing in reflexes
Half a feat you may forget

Thus, my bellowed battle-brother
Rend redundancies from fate
Read the tapestry, relish strength, and
scratch "reflexes" off thine slate

----

A suggestion from a servant -
Raven's claws cause quite a stir
Orcish origins, tough and tusky
Bite / Claw / Claw is sure to hurt

Thusly bring thine foes to tremble
Send them to the sleep of swords
But don't postpone your poet's duty
The plural of skald (and wizard) is WAR


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I'd argue that the Stonesinger is up there when it comes to being a buffer for the party.

Not only does your regular Inspire Courage stuff with Master Performer + Flagbearer + Banner of the Ancient Kings + Dervish Sikke apply, but starting at level 1, you're giving all enemies within 30 feet (that's touching the ground, not exactly an uncommon occurrence) a -1 penalty to AC just by performing. This penalty keeps on scaling with Inspire Courage naturally, so at level 5, your Inspire Courage gives a +2 to attack / damage, and Tremor gives a -2 penalty to your opponents AC.

Hit level 8, and whenever you start a bardic performance, you're forcing a scaling reflex save for your enemies to save or fall prone. Since level 7, you've been doing this as a MOVE action.

So, not only does it give your allies the standard bonuses to hit, it also gives your enemies up to -8 AC depending on your level, and severely restricts their actions if they fail their reflex save. Not to mention, the 8th level ability seems good enough action-economy wise that it might even be advisable to stop performing and start performing every round, in order to lock your opponents in a prone position. It seems... remarkably strong.


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Orc (or Half-Orc) Druids have a pretty nifty option for boosting Animal Companions:

Quote:
Orc (Advanced Race Guide pg. 1): Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.


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Buffing before fighting someone is cool. That being said...

Path of the Hellknight, p. 9 wrote:
Those taking the test are allowed to carry into battle any weapons, armor, wands, potions, and other equipment they wish. Additionally, they may receive the benefits of allies’ magic, so long as it is cast prior to the test’s start. The ceremony preceding the test typically lasts over an hour, meaning that spells with a duration in minutes typically wear off before combat begins. During the test, should an armiger receive aid from outside the testing ring, she is disqualified and imprisoned (along with her conspirators). Such cheaters typically face a brief trial and execution.

When I was building my prospective Hellknight Armiger, I figured that it'd make sense to build him as an oracle with one of the fog-seeing revelations + obscuring mist, since that'd give you a rather massive advantage - and for once, you wouldn't have to worry about your allies getting annoyed about being unable to fight in the fog. Might be worth thinking about?


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Well, I guess I should've seen this coming :P

At least I'm glad that I seem to be an outliner then, it was more of a worry that some might find it intimidating to be part of this community, but by all means, if I'm wrong, that's a good thing!


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Note: This small ramble has been inspired mostly from seeing the Ultimate Wilderness product thread, but due to the fact that I don't want to derail it and touch upon a topic that is general for the messageboards, I'll just post it here, I guess.

Is it just me, or does it seem like there's been an increase in "aggressive favouriting" going on recently when some discussions get heated? Like, I get that there's a point to showing that you like something, that you want to retain easy access to something later, or find something funny, but there seems like there can be a ridiculous amount of bandwagoning happening in order to drown out a different opinion with a "silent majority". I'm pretty sure this isn't a healthy thing for the community. Really, there's nothing else that I would like than to see that there can be held respectful conversations without the need of making someone feel isolated for what they are saying.

Maybe we could try to do something about that?


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In order to make the creatures you call with the Planar Binding spells actually do something, you need to make a charisma check to make them agree to terms of service. That's where Touch of Glory comes in and makes all the difference:

Touch of Glory wrote:
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

So, essentially you're getting a massive boost to binding creatures, for free.


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While the domains by themselves are pretty amazing, it bears mention that some of them are quite synergistic, and should be considered for what they offer together.
Some of these have probably been mentioned before, but I think these are some of the neat combos that can be done:

Luck + Animal / Scalykind (Saurian): Bit of Luck requires either teamwork or reach tactics in order to maximise its potential. If you add in a pouncing beast, you've got the teamwork nailed down by yourself.

Glory (Heroism) / Magic (Divine) + Animal / Scalykind / Chivalry Inquisition: As the above, only combining swift-action party buffs rather than standard action buffing. The more, the merrier.

Glory + Void: If you want to be the very best at planar binding, this is how you do it. Touch of Glory lets you add your level to those Cha-checks, and Void gives you access to the planar binding spells. Happy minionmancy.

Travel (Trade) + Chaos (Revelry): The "do-it-all" combination. Touch of Chaos lets you debuff, Silver-Tongued turns you into a great face, and the domain spells are pretty much all amazing.

Sun + Death (Undead): Get a conductive weapon and smack someone with Death's Kiss, before then using Channel Smite to deal xd6+level bonus damage on the swing. Silly, but fun.


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Rysky wrote:
Pounce wrote:
ohako wrote:
Rysky wrote:
Also with the new Patron groups in Blood of the Coven that gives you an additional Hex at first level The White Haired Witch archetype becomes a lot more fun.

Wow, that is pretty nifty. Grab a hex from your patron, and use that gross blouse to get the cackle hex, and you're in business.

The misfortune hex is pretty cool, but I'm not sure I would trade the ability to cast divine power and righteous might for it (from the Strength patron).

The big question is whether you'd be able to pick up extra hex. If that's allowed, I'd definitely think that it's worth a swap of patron spells.
I'd say so since you still retain the Hex class feature because of that bonus Hex (I'm pretty sure this was even brought up in the product thread).

I know, I was the one who brought it up :P


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ohako wrote:
Rysky wrote:
Also with the new Patron groups in Blood of the Coven that gives you an additional Hex at first level The White Haired Witch archetype becomes a lot more fun.

Wow, that is pretty nifty. Grab a hex from your patron, and use that gross blouse to get the cackle hex, and you're in business.

The misfortune hex is pretty cool, but I'm not sure I would trade the ability to cast divine power and righteous might for it (from the Strength patron).

The big question is whether you'd be able to pick up extra hex. If that's allowed, I'd definitely think that it's worth a swap of patron spells.


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I'd allow it.
Even though it's in the duergar section of Monster Codex, it doesn't have the (duergar) tag that racially restricted spells have, whether it is on the d20pfsrd, the archives of nethys, or paizo's own website. Furthermore, the prd says about the spells in that section that they are "known and likely developed by duergar spellcasters", but due to the phrasing it certainly doesn't seem exclusive or conclusive that this is a spell exclusively used by duergar.


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What masterpieces are there that are combat relevant, that would potentially be open for usage while in initiative? (I'll be mainly noting down those with short durations, rather than the ones that last for several minutes, as if MPs are ruled to stack with bardic performances, you'll probably want to have those up and running pre-combat. Also, I’ll only be noting the ones that I think have potential combat applications, even if they are somewhat niche.)

Based off a quick scroll:

> Ancient's Flight: (Req: level 13) - lock dragons out of certain options.
Cost: 2/round / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))

> Ballad of the Homesick Wanderer: (Req: level 5) - dismiss outsiders.
Cost: 1/round / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))

> Banshee's Requiem: (Req: level 17) - SoS, take 2 negative levels on failed save.
Cost: 3/round / Activation: 1 full round (Earliest available with other performances: level 17 (Swift))

> Battle Song of the People's Revolt: (Req: level 4) - give everyone a TW feat you have.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> Blazing Rondo: (Req: level 7) - variant Haste.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> Clamor of the Heavens: (Req: level 10) - heavily debuff evil opponents.
Cost: 3/ initial round, +1 for every round following / Activation: 3 full rounds (Earliest available with other performances: level 13 (Swift))

> Dance of Captivating Desires: (Req: level 5) - debuff saves vs your enchantments.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> Dirge of the Torn Sail: (Req: level 7) - Greater Command (Flee).
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> Endless Waltz of the Eldest: (Req: level 4) - Fast Healing 3+ for one ally.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> Hymn of Restorative Harmonics: (Req: level 6) - Ally within 30 feet can make a new save vs certain conditions + delay poison for all allies.
Cost: 3/cast (not continuous) / Action: 1 full round (Earliest available with other performances: level 13 (Swift))

> Illusion’s Decree: (Req: level 5) - Give yourself and allies +4 vs illusions.
Cost: 1+n/round, n = allies you want to affect / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))

> Life Budding in Salted Earth: (Req: level 4) - Give allies fast healing 1+.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> Melody of Frightful Death: (Req: level 7) - Deal 1d6 energy damage to everyone close to you.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> Melody of Surrender: (Req: level 4) - Give -2 penalty on Sense Motive & vs enchantment effects.
Cost: 1/round / Activation: 1 round (Earliest available with other performances: level 13 (Swift))

> Minuet of the Midnight Ivy: (Req: level 4) - Can take 5-foot steps into difficult terrain, etc. Can also gain a climb speed. Allies can gain benefit if succeeding at dance check.
Cost: 1/round / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))

> Music Beyond the Spheres: (Req: level 13) - Limited Wish, take ability drain. (level 17: Wish, but with material components)
Cost: 1/cast (not continuous) / Activation: 1 full round action (Earliest available with other performances: level 13 (Swift))

> Pallavi of Nirvana’s Blossoming: (Req: level 11) - Divine Sunlight, 100 ft radius, lasting for 1 minute.
Cost: 3/cast (not continuous) / Activation: 3 full rounds. (Earliest available with other performances: level 13 (Swift))

> Ragadahn’s Spiraling Ascent: (Req: level 7) - Immobile cyclone that can move opponents around, gaining power as you perform.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> Rat Quadrille: (Req: level 4) - Penalise an opponents attack rolls & concentration for a set period.
Cost: 3/cast (not continuous) / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> Rondeau of Heavenly Order: (Req: level 4) - Restrict opponents movement options.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> Song of Extinction: (Req: level 15) - Earthquake as the spell, plus Reflex DC 25 save or die.
Cost: All bardic performance rounds / day. Activation: 5 full rounds (Earliest available with other performances: -, uses up all bardic performance rounds)

> Symphony of Sylandurla’s Ascent: (Req: level 7) - Allies become immune to a chosen condition. Allies already affected can make new saves every round.
Cost: 1/round / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))

> Symphony of the Elysian Heart: (Req: level 7) - Limited Mass Freedom of Movement.
Cost: 1/round / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))

> The Canticle of Joy: (Req: level 7) - Bestow Curse as long as the bard maintains the performance.
Cost: 1/round / Activation: 1 round (Earliest available with other performances: level 13 (Swift))

> The Dance of 23 Steps : (Req: level 4) - A better Combat Expertise that stacks with Combat Expertise.
Cost: 1/round / Activation: 1 free action (Earliest available with other performances: level 4 (Free))

> The Dumbshow of Gorroc: (Req: level 6) - AoE damage plants & oozes.
Cost: 2/cast (not continuous) / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))

> The House of Imaginary Walls: (Req: level 10) - Sort of Wall of Force for creatures who can see you perform.
Cost: 1/round / Activation: 1 standard action/10 foot square (Earliest available with other performances: level 10 (Move))

> The Lullaby of Ember the Ancient: (Req: level 7) - Single target Deep Slumber.
Cost: 1/round / Activation: 1 round (Earliest available with other performances: level 13 (Swift))

> The Quickening Pulse: (Req: level 7) - Enemies take 1d6 bleed damage every round you perform.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> The Rheumy Refrain: (Req: level 5) - Single target "stagger" foe.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))

> The Sea Is Now My Sky: (Req: level 9) - You & allies gain swim speed.
Cost: 1/hour / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))

> The Winds of the Five Heavens: (Req: level 10) - Control Winds.
Cost: 3/cast (not continuous) / Activation: 3 full rounds (Earliest available with other performances: level 7 (Move))

So - I suppose the big question is, is there anything in here that's actually going to beat out casting a spell post level 7, rather than getting a masterpiece up and going? It seems to me as if it's mainly the Battle Song of the People's Revolt masterpiece that has some serious in-combat applications, but maybe I'm missing something?


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Forester wrote:

Animal Focus (Su): As a forester has no animal companion, the aspects granted by this ability always apply to the forester herself, just as if a normal hunter’s companion were dead.

This alters animal focus.
Hunter wrote:
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Seems like it!

Quick question for anyone else that has the book and has looked at the archetypes; am I missing something about the Avalancher Slayer, or does it seem... incredibly circumstantial?


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On the even brighter side, the Draconic Companion means that my camels can now have a natural progression, from spitting, to spitting acid, to nauseating anything it bites with Noxious Bite.

Best deal you'll ever make!


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Xenocrat is referring to this passage from the familiar section:

Ultimate Wilderness, p. 210 wrote:
Shapechanging Familiars: Familiars that can take various forms, such as the magical child’s animal guide, imps, and quasits, must have the same archetype for each form, and it must be legal for all of those forms (meaning if any form is an improved familiar, it can’t take archetypes that don’t stack with improved familiar).

So, no more diverse familiars off the Magical Child vigilante. Which is a bit sad, really, it gave it a niche.


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Witches, Shamans, and Divine Scourge Clerics come to mind - simply because of access to Hexes.


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Way to go, Goz!

Still, seems a bit odd that there's no camel-specific love to be had.


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....asking for a friend.


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Well, if we're already on the Les Mis train...

Who is this bard?
What sort of devil is he?
To choose mechanical traps
And Paizo let him go free?

It was their hour at last
To put a seal on his fate
Whip out the FAQs - Masterpieces, off the slate!
All it would take
Was a hard-fought RAW strife
Errata was theirs
And they gave him back his life!

Damned if I live in the debt of JJ!
Damned if I yield at the end of the chase!
I am the RAW and the RAW is not mocked
I'll spit their intentions right back in his face
There is only the text that we share
Stating "either Stone Face, or Inspire!"

And my thoughts fly apart
Can this bard be believed?
Will peacocks be accepted?
Will teamwork feats be received?

And must I now begin to doubt,
Who never doubted, all these years?
I'm set in stone, and yet I'm trembling
The PDT I have known, is lost in action
Is the bard from heaven, or from hell?
And do they know?
By granting m'pieces life today
This FAQ might kill me, even so?

I am reaching, but I fall
And the parts are black and cold
As I stare into the void
Of a clash that cannot hold
I'll escape now, from that world
From the world of "RAW is LAW"
But there's nowhere I can turn
There is no way to go on!

Source: Les Miserables - Javert's Suicide

*cue dramatic FAQ announcement*


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Azten wrote:
The problem comes from the fact, but the rules for sub domains, Pulura can't give you Stars because she lacks Void.

This seems pretty relevant.


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Void domain gets all Planar Binding spells. Add together with the Glory domain for easy charisma checks to impose your will >:)


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I mean, when it comes to the low opportunity cost for ignoring your curse, taking the Aboleth curse of corruption together with the Deathtouched trait or the Sound of Mind trait, gives you a class feature that gives you Charm Person, Hypnotism, Minor Image, Modify Memory, and Veil as spells known, with no other side effects...

(Incidentially, I think you've mix-matched a bit from the Aboleth and Demonic curses from Horror Realms, UnArcaneElection. Aboleth CoC gives some spells known for -2 to saves vs. mind-affecting, and Demonic CoC gives restrictions on spells you can cast, social penalties vs lawful / good folks, and +2 on Bluff / Intimidate w/ one as class skill (Diplomacy no longer being one). Sorry for being nitpicky!)


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Secret Wizard wrote:

Inquisitors aren't that great at TWF. Having to get double bane eats your bane rounds super fast.

If you go Slayer, get the Focused Target feat. Starts off as a super flexible bonus and then becomes applicable to many other things.

Accomplished Sneak Attacker is also a must have.

Where is the Focused Target feat from? Can't seem to find any info on it anywhere.

EDIT: Nevermind, based AoN to the rescue :D


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Or to make good use out of the trait Aldori Caution for a further +1 dodge bonus when you use Crane Style :)


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Kinetic Invocation can be used to pick up Etheric Shards? SOLD

Edit: Now, if only I could use VMC Vigilante for the best dual identity


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The Deep One corruption curse does practically nothing if you are a medium creature wearing heavy armor, since it reduces your speed by 5' (from 30' to 25'), and a creature with a base speed of 25' is reduced to 20' in heavy armor.

In return for a swim speed, +1 NA bonus, +1 to caster level in water, and permanent freedom of movement underwater, that seems like a pretty raw deal to me.


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Re: Volcano Mystery + Sanctified Slayer Inquisitor - I'm loving this idea.

Ash Cloud + Sneak Attack + Studied Target makes for a 'mundane' character that doesn't have resource issues at low levels (and is self-sufficient with setting up their own sneak attack), while still being able to kick it up a few notches through spells and bane.

During the later levels, you can grab Whirlwind Attack off Sarenrae's Ranger Combat Style, and couple it up with Greater Invisibility + Magma Elemental + Greater Bane to deliver a quick whirl of death as you earth glide through the opposition. Abundant Revelations should ensure that you can stay a Magma Elemental 24/7 by level 12.

Hot.


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ChaosTicket wrote:
Pounce wrote:
ChaosTicket wrote:
Actually there's something I can focus on. Why not take a Cleric that masters using Advanced Firearms or has Pounce with dual tomahawks? What would those take?

Eh.

Worship Pirias for the throwing axe proficiency.
Ask your GM if you can get the Plains domain (he does have the Plant domain, so) + Anger Inquisition to beef up your attacks when needed.

As a dual talent human on a 20 point buy, you can go 15+2/14+2/14/10/13/10 if you don't like dumping, sticking to buff spells + summoning as a cleric. You'll still be able to cast 9th level spells with a headband, so, no big loss if you don't care about spell DCs.

Might do as a start?

You made me laugh. You completely missed the key detail for a melee build AND Its your name "Pounce".

I'm glad you at least got something out of this thread!


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ChaosTicket wrote:
Actually there's something I can focus on. Why not take a Cleric that masters using Advanced Firearms or has Pounce with dual tomahawks? What would those take?

Eh.

Worship Pirias for the throwing axe proficiency.
Ask your GM if you can get the Plains domain (he does have the Plant domain, so) + Anger Inquisition to beef up your attacks when needed.

As a dual talent human on a 20 point buy, you can go 15+2/14+2/14/10/13/10 if you don't like dumping, sticking to buff spells + summoning as a cleric. You'll still be able to cast 9th level spells with a headband, so, no big loss if you don't care about spell DCs.

Might do as a start?


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Ratfolk summoner? Abuse swarming like nothing else!


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In defense of the Battle Host, I find that it is really handy for the mental focus-hungry implements, like the Divination and Transmutation ones - you don't lose as much if you are going to be specialised, anyway.

At level 12, you are looking at a max of 12 (Level) +6 (FCB)+INT (anywhere from 4-8 at this point, I'd imagine) +2 (Extra Mental Focus) = 24-28 points.

In order to get the max juice out of the Divination implement, you'd probably put at least 9 points in it for the permanent see invisibility + darkvision, maybe 10 for the extra +1.

That leaves you with 14-18 points. At level 12, the Transmutation passive gives you a free +6 belt for 9 mental focus.. leaving you with 5-9 points to spend in your third implement school. Doubling up on Transmutation then effectively gives you another +6 belt, and you've directed all your mental focus.

I'm not claiming that it's the most ideal way of doing it, but what I like about the Battle Host is that it ensures that you aren't spread thin if you actually want to get some use out of your passive abilities, because it doesn't after all change the baseline mental focus mechanic.


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Tarantula wrote:
...And, even if you can cure a status, if you get nauseated, you're basically done for because most characters can't cure it as a move action...

Stillgut STILLGUT STILLGUT STILLGUT don't leave home without it


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The link seems to be down - did you delete the guide, or did just some funky business happen? It's a pity, because I was hoping to show this to a friend who's just investigating PF.


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Fourshadow wrote:

There are feats for this that should be considered...

Starlight Summons makes natural weapons cold iron.
Moonlight Summons makes them silver.
Sunlight Summons makes them magic.

Also, there is a simple trait that can do the cold iron thing...has to do with Sarkoris, the nation extinguished by the Worldwound. Cannot recall the name at the moment.

Demonbane Summoner is the trait you're thinking of :)

Classes/Levels

Giantslayer Combat Map

About Placeholder of Doom

Rodren Rares knew he was a shell of his former self, a pitiful drunken mockery of the fine upstanding Sable Company Marine who had once soared through the skies of Korvosa; But it had all been for Taya, she had been his world, and when little Dhella was born everything was perfect, without them life was a bitter dark thing that only brought pain. Only alcohol dulled the pain, made everything dim, flat and forgiving.

Now he was looked little more than a beggar, a tangled mass of beard, tattered clothing covered in a hundred kinds of stain. So when his purse was lifted in the market and seeking the thief he looked into the eyes of his Taya, but young, far too young, he was too addled to do anything but stare. But of course she was not Taya, Taya had taken her own life after "loosing" their little girl in the market. She could only be his Dhella!

His little girl lived, and for all these years he had failed her, failed her mother, failed everyone. But no more, he would find his baby, and seek revenge for Taya, let her finally rest easy. He traded his last two bottles of brandy for a sharp knife and sheared off his unruly hair and beard, he sluiced himself down with half remembered magics. Then he returned to the Sable Company and took back his dearest old friend.

Pren, the hippogriff who had served him so well and lost a leg to a pirate ballista that nearly killed them both. He had let Pren down as much as everyone else, too ashamed to visit the noble beast, and still Pren greeted him with enthusiasm and affection.

"I am sorry Pren lad, I am so sorry. But I think, no, I know little Dhella is alive. I need you, will you help me again? Neither of us is what we were, but its got to be enough. Right?"

5 Points

1.) Rodren was an arrogant young man, but now despises his former self and regards himself both then and now as an utter failure. He is often self mocking, but also tends to overestimate others and compensate for his own failings.
2.) Rodren has only survived thanks to the care of his former comrades and is deeply grateful to them. He does not believe he deserves to be reinstated as a Sable Company Marine, but he loves the Corps and is still deeply loyal.
3.) Years of heavy drinking and lethargy have aged Rodren prematurely, though he is only twenty nine he moves, looks, and feels considerably older.
4.) Rodren is an alcoholic and a depressive, but the belief his daughter lives is enough to snap him back into action. He will not touch alcohol lest he descend again.
5.) The old Rodren was fiercely confident in his own competence, and when caught up in the moment this unconscious self belief can return.

2 Goals

1. Save Dhella and give her the kind of life she deserves. Preferably finding her a guardian, or an institution he can trust to care and provide for her - since he does not trust himself to keep free of the booze.
2. Find a way to either regrow Phen's missing leg, or prove that he does not need it so the hippogriff can return to active service with the Sable Company.
3. Be of some use to the Sable Company to repay their grace, perhaps as a Stable master? He does not dare to hope he can be a Marine again.

Secrets

1. Rodren believes his family disowned him, but they did so in name only. Many fortunate windfalls, or generous friends were orchestrated by his mother and father.
2. Rodren frequently cheated on Taya, despite loving her deeply, but has not thought of another woman since her death. He suspects that his infidelity was known to Raya and contributed to her taking her own life. He could not be faithful to her in life, so he can only be faithful to her after her death.

Acquaintances

1. Ernesco Verlaine, father of Taya, a former blacksmith who was so successful he transitioned into a business man and civic leader. Ernesco wanted to kill Rodren, but upon tracking him down and seeing the wretched state of the man his anger dissipated, nothing he could do would punish Rodren more than he was punishing himself.
2. Tegral Pertrescu, a Captain in the Sable Company who was Rodren's best friend. He took care of Phen, though truthfully the Sable Company would have anyway, and has given money to Rodren several times, though this was really from Rodren's parents. Tegral is arrogant, ambitious, and dodgy, and secretly rebelled in Rodren's fallen state.
3. Esharra Feld, owner of the Drunken Griff, a bar frequented by the Sable Company, who has given Rodren work, and a bed frequently. She was one of Rodren's lovers in his "glory days" and has attempted to pull him out of his slump, again, and again. Rodren killed her abusive father for her and helped get her hired at The Drunken Griff.
4.) Lerissa Calwyn, an elderly cleric of Erastil who tends to the Sable Companies hippogriffs and helped Rodren master the early stirrings of his magic back in the day. Since then she occasionally casts remove poison to sober him up and kicks him somewhere painful before giving him a torrent of abuse that amounts to "pull yourself together!"
5. Samirra Verlaine, Taya's sister never forgave Rodren for her sisters suicide, and has arranged for the drunk to be beaten and harassed a half dozen times. If she discovers his "comeback" she will want to send him back down.

Formative Memories

1.) Chasing down a Shiver smuggler's boat alone in his arrogance Rodran intended to claim the credit and seek promotion. Instead the smugglers turned out to be well prepared and equipped with a ballista mounted in their boat. Only a desperate aerial roll by Phen saved Rodren from taking a ballista bolt through the heart, but the hippogriff lost his right foreleg to the bolt. Crashing into the Jeggare River Rodren was barely able to haul Phen to the nearby shore.
2.) The day Dhella disappeared, or more precisely the next morning when Rodran returned home and learnt of her disappearance from his frantic wife. The sound of her sobs cutting into his sore head, and the terrible knowledge that if he had not been with Esharra he might have been able to find Dhella before it was too late.
3.) Being brought to identify Taya's ruined body after she leapt from Castle Korvosa blaming herself for her daughter's disappearance. The world going quiet, dimming, the terrible pangs in his chest as his stomach fell. Being dragged away by his brother Marines.

Fear

Nothing frightens Rodran more than falling back into alcoholism and letting Dhessa down. But he is also afraid of worms and other squirmy small invertebrates, sometimes dreaming of being drowned in sticky squirming things.