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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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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! ![]()
![]() 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. ![]()
![]() Draco18s wrote:
Um, Lay on Hands scales too (6 HP for every level it is heightened). At 9th level, it'll restore 30 HP per use. ![]()
![]() Scott Wilhelm wrote:
Ashen Path is also a thing, and is widely accessible from level 3 onwards. Otherwise twenty thumbs up. ![]()
![]() ShroudedInLight wrote:
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..." ![]()
![]() 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! ![]()
![]() Feat-starving fated champion
If for flavour you are searching
Bloodragers are born of battle
Skalds will seldom fight flat-footed
Thus, my bellowed battle-brother
---- A suggestion from a servant -
Thusly bring thine foes to tremble
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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. ![]()
![]() 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? ![]()
![]() 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? ![]()
![]() 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. ![]()
![]() 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.
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. ![]()
![]() Rysky wrote:
I know, I was the one who brought it up :P ![]()
![]() ohako wrote:
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 allow it.
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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.
> Ballad of the Homesick Wanderer: (Req: level 5) - dismiss outsiders.
> Banshee's Requiem: (Req: level 17) - SoS, take 2 negative levels on failed save.
> Battle Song of the People's Revolt: (Req: level 4) - give everyone a TW feat you have.
> Blazing Rondo: (Req: level 7) - variant Haste.
> Clamor of the Heavens: (Req: level 10) - heavily debuff evil opponents.
> Dance of Captivating Desires: (Req: level 5) - debuff saves vs your enchantments.
> Dirge of the Torn Sail: (Req: level 7) - Greater Command (Flee).
> Endless Waltz of the Eldest: (Req: level 4) - Fast Healing 3+ for one ally.
> Hymn of Restorative Harmonics: (Req: level 6) - Ally within 30 feet can make a new save vs certain conditions + delay poison for all allies.
> Illusion’s Decree: (Req: level 5) - Give yourself and allies +4 vs illusions.
> Life Budding in Salted Earth: (Req: level 4) - Give allies fast healing 1+.
> Melody of Frightful Death: (Req: level 7) - Deal 1d6 energy damage to everyone close to you.
> Melody of Surrender: (Req: level 4) - Give -2 penalty on Sense Motive & vs enchantment effects.
> 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.
> Music Beyond the Spheres: (Req: level 13) - Limited Wish, take ability drain. (level 17: Wish, but with material components)
> Pallavi of Nirvana’s Blossoming: (Req: level 11) - Divine Sunlight, 100 ft radius, lasting for 1 minute.
> Ragadahn’s Spiraling Ascent: (Req: level 7) - Immobile cyclone that can move opponents around, gaining power as you perform.
> Rat Quadrille: (Req: level 4) - Penalise an opponents attack rolls & concentration for a set period.
> Rondeau of Heavenly Order: (Req: level 4) - Restrict opponents movement options.
> Song of Extinction: (Req: level 15) - Earthquake as the spell, plus Reflex DC 25 save or die.
> Symphony of Sylandurla’s Ascent: (Req: level 7) - Allies become immune to a chosen condition. Allies already affected can make new saves every round.
> Symphony of the Elysian Heart: (Req: level 7) - Limited Mass Freedom of Movement.
> The Canticle of Joy: (Req: level 7) - Bestow Curse as long as the bard maintains the performance.
> The Dance of 23 Steps : (Req: level 4) - A better Combat Expertise that stacks with Combat Expertise.
> The Dumbshow of Gorroc: (Req: level 6) - AoE damage plants & oozes.
> The House of Imaginary Walls: (Req: level 10) - Sort of Wall of Force for creatures who can see you perform.
> The Lullaby of Ember the Ancient: (Req: level 7) - Single target Deep Slumber.
> The Quickening Pulse: (Req: level 7) - Enemies take 1d6 bleed damage every round you perform.
> The Rheumy Refrain: (Req: level 5) - Single target "stagger" foe.
> The Sea Is Now My Sky: (Req: level 9) - You & allies gain swim speed.
> The Winds of the Five Heavens: (Req: level 10) - Control Winds.
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? ![]()
![]() Forester wrote:
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? ![]()
![]() 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. ![]()
![]() Well, if we're already on the Les Mis train... Who is this bard?
It was their hour at last
Damned if I live in the debt of JJ!
And my thoughts fly apart
And must I now begin to doubt,
I am reaching, but I fall
Source: Les Miserables - Javert's Suicide *cue dramatic FAQ announcement* ![]()
![]() 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!) ![]()
![]() Secret Wizard wrote:
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 ![]()
![]() Or to make good use out of the trait Aldori Caution for a further +1 dodge bonus when you use Crane Style :) ![]()
![]() 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 ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() ChaosTicket wrote:
I'm glad you at least got something out of this thread! ![]()
![]() 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? ![]()
![]() 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. ![]()
![]() 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 ![]()
![]() Fourshadow wrote:
Demonbane Summoner is the trait you're thinking of :)
About Placeholder of DoomRodren 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 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.
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.
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.
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.
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. |