Search Posts
1) Can you choose NOT to increase your animal companion's size? Why would an adult Pony become the same size of a Horse? Why can't a Small character have a Medium, mature mount? 2) What's the reach of a Large animal companion? Rules about Tall and Long creatures are hardly consistent. Eg: Dromaeosaur. Is it biped? Does it get enhanced reach? If so, for comparison: Hadrosaurid seems biped and has enhanced reach on both bite and foot attacks; Tyrannosaurus is biped but has enhanced reach only on the bite; Stegosaurus is not biped at all but has enhanced reach on the tail attack.
Trick Magic Item is the 2E equivalent of good ol' UMD, except it takes an action to "trick" the magic item in order to cast spells outside your spell list. This means that you cannot, say, trick a scroll of Heal and activate its 3-actions AoE heal effect, because it would require 1-action to Trick Magic Item and 3-actions to AoE heal, for a total of 4-actions. This seems quite bogus to me, but so be it. A GM might hand-wave the limitation out of combat, since actions are an in-combat mechanics, but is there a way to circumvent it in-combat? For example using readied actions or something like that.
Glad-Hand wrote: First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. Group Impression wrote: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary. Example scenario: the party meets a group of 5 unfriendly, but not hostile (yet), people. A character with Glad-Hand would like to Make an Impression to de-escalate the situation. Glad-Hand does not require the normal 1 minute long engagement with each target, and it rather happens immediately, as soon as each target is first met. It is therefore my understanding that the character would be able to roll 5 different Make an Impression checks, without the need for Group Impression. Having also Group Impression would instead allow the character to only roll two checks: one to Make an Impression on 4 out of 5 targets, and one to impress the last one. Is this correct? Would you recommend Group Impression on a character using Glad-Hand mainly for situations like this, i.e. to try to avoid avoidable fights, or is Glad-Hand alone enough for this purpose?
Hello, first time building a 2e character and I'm still not very familiar with the rules. I am going to join a Extinction Curse game as a 3rd level Bard. The party is already composed by a 2H-weapon + animal companion Ranger, a ranged Ranger, a Monk and a Rogue with Druid dedication. The party has no spellcasting abilities, lacks knowledge abilities and would greatly benefit from buffs. Therefore: Bard. All I definitely know is that would like to play a Gnome Bard, possibly with some kind of animal cohort (best if a mount). For the Heritage and Ancestry feat, I was thinking about Wellspring Gnome + First World Magic for two extra cantrips, one of which probably being Acid Splash, both treated as Occult. However I am also partial to Animal Accomplice, which leaves the Heritage open. As per the background, any one among Entertainer, Circus Born or Clown will do. I suppose Clown sounds better due to the free Virtuosic Performer, although it is worth mentioning that it's tied to Comedy, hence losing the +1 coming from a Virtuoso musical instrument. The choice of the Muse is a hard one. Coming from 1e, I find it very weird that the old Bardic Knowledge, Versatile Performance and Lingering Performance, together with the other class features along the way, are now mutually exclusive. I guess the party would benefit from Bardic Lore (Enigma), but being Trained (at best Expert at level 15) in Lore on a class not even Int-based will often lead to failure, and feels quite lacking compared to the action economy boost given by Lingering Composition (Maestro), or the both out of- and in-combat (if focusing on Demoralize) potential of Versatile Performance (Polymath). For the Bard feat, I know that Multifarious Muse would help with my doubts about the Muse, but I am also quite intrigued by the Animal Trainer dedication feat. Camel seems a great option for its flavor, for being a mount and having a good Support ability. Plus, it will eventually be able to reliably Aid my Performance checks, which synergizes well with both Lingering Composition and Versatile Performance. As per General and Skill feats, I have no preference yet. Overall, it is not clear to me the role I would have in the party. Apart from the one action every round to Inspire Courage and the occasional non-cantrip spell, I don't know how to reliably fill my remaining actions: Versatile Performance (Polymath) + Demoralize? Inspire Competence (Maestro) + whip + Trip? Heightened Acid Splash spamming? Something completely different? I can't really pinpoint one. Any advice would be greatly appreciated. Thank you.
Hi all. I have used the Ghost Syrup to make my familiar incorporeal, so that it stays alive longer, especially against AoE spells and effects. However being incorporeal means that buffs will also have 50% chance of not having effect. Do you know of any way to circumvent the issue? We are at 17th level, so anything is available in principle. The familiar has an Amulet of Grasping Souls so can use equipment as normal. I was thinking of a wand of Ghostbane Dirge that the familiar can activate when my character is planning on casting a buff, but it doesn't explicitly say anything about non-damaging spells. Of course rods of Ectoplasmic Spell are also an option, but they are good only for out-of-combat buffs. They do not work for buffs cast by allies, nor for in-combat casting, since my character uses a weapon and can't cast while wielding also a rod. Do you have any other idea?
The Harrying Partners teamwork feat allows the Aid Another bonus to stick for an entire round instead of a single attack. Does the aided creature need to stay adjacent to the aider to benefit from the Aid Another bonus after it has been granted, or can they move freely and enjoy the bonus regardless of their positions? Example: the Dwarf with Bodyguard and Swift Aid feats is adjacent to the Halfling, while also threatening the enemy Ogre. The initiative order is: Ogre > Dwarf > Halfling. In the Ogre's turn, the Ogre attacks the Halfling. The Dwarf uses one AoO to Bodyguard the Halfling, granting him +2 to AC against all attacks of the Ogre. In his turn, the Dwarf uses a swift action to aid again the Halfling, granting him +1 to hit against the Ogre, and then moves away from the fight. Now the Halfling is alone against the Ogre. Does the Halfling still benefit from the +2 to AC and +1 to hit vs the Ogre for the remainder of the round?
I am using a Blood Sentinel protector familiar, together with a Benevolent Armored Coat, the Anthropomorphic Animal spell and Shared Training to share a couple of teamwork feats, to greatly boost my character's AC. My character is a "tank" of some sort, having incredible AC, dealing decent damage to keep the enemies interested in trying to attack him, but not high enough to eclipse the proper damage dealers, while also protecting them. He's the rock of the party, not the one finishing off the enemies, not the one casting amazing spells, but the last one standing when everything goes bad. And to do so, he needs some help from his friend. We are at 15th level, so the familiar has full HPs, making it quite resistant to raw damage, but it can be easily obliterated with a simple Dispel Magic. Being a Small-sized familiar, while in humanoid form and fully armored, it can easily pass for a regular cohort, so I am not afraid of it being constantly targeted with Dispel Magic, but it's the occasional blind Greater Dispel Magic, or that one divination Wizard with Greater Arcane Sight that worry me. So far it has worked perfectly, but being one Dispel Magic away from seeing my character's AC almost halved, and his whole role nullified, is not great. Do you have any suggestions on how can I protect his familiar in these circumstances, so that it can keep protecting him? A few considerations:
Sorry for the mouthful. Does Dispel Magic count as a different spell relatively to Greater Dispel Magic for the purposes of activating a Ring of Counterspells? Relevant rules:
Ring of Counterspells:
Upon first examination, this ring seems to be a ring of spell storing. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed into it again. Dispel Magic:
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item’s caster level (DC = 11 + the item’s caster level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell. Greater Dispel Magic: This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.
You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell: Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect. The DC of this check is equal to the curse’s DC. Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast. Counterspell: This functions as dispel magic, but you receive a +4 bonus on your dispel check to counter the other spellcaster’s spell.
So, Axe/Warhammer Muskets. Let's look at the Axe Musket: Axe Musket wrote: This short musket features an axe blade at the end of its barrel. It can be used as both a musket and a battleaxe. It is considered a double weapon for the purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the axe are considered broken. An axe musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. This is an early firearm. 1) Does Weapon Focus[Axe Musket] apply to both ranged (Musket) and melee (Battleaxe) attacks? Do Weapon Focus [Battleaxe] and Weapon Focus [Musket] apply at all? If so, do they apply only to melee (Battleaxe) and ranged (Musket) attacks respectively? 2) Does the effect of the Guided Hand feat apply? If so, does it apply only when using the right end of the weapon? For example, a follower of Sekhmet using Wis for Battleaxe attack rolls, but not Musket ones. Or does it always apply since the weapon can be used as both a musket and a battleaxe, as opposed to either? 3) Does a Gunslinger regain grit when using either end of the weapon, since it is, intrinsically, a firearm? Or only when critting/killing with a Musket attack?
Alchemical Cartridge wrote: An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry. Gray Dust Cartridge: (Source Heroes of Golarion pg. 18) wrote: Packed with mysterious magic-suppressing dust from the Mana Wastes, these rounds burst on impact and inhibit spellcasting. When a gray dust cartridge strikes a target, it deals only half damage, but the creature struck takes a –10 penalty on concentration checks to cast spells for 1d4 rounds and cannot cast defensively. No mention to the adjusted misfire value. How does this work?
Looking for good spell options to use together with the Ascendant Spell feat, specifically Cleric and Wizard 3rd level spells, or lower. Any notable example? Does the Mythic effect justify the enormous +5 spell level increase? Feel free to list spells from other lists if particularly worthy, but keep the focus on Cleric/Wizard. Furthermore, as all metamagic feats, the spell's DC is the same as the unmodified one: does the fact that the spell is now Mythic affect in any way saves and SR?
I am used to playing versatile and complicated characters, which usually means casters. Next AP will be Skull and Shackles, and I want to challenge myself by exploring classes I do not know very well, while playing a more laid back character that doesn't need lots of micromanaging in game and between sessions, so I opted for a martial/non-spellcaster. I would like to play an Undine with the Amphibious alternate racial trait, to have the swim and water-breathing issues solved from the start. I will then pick the Wisdom in the Flesh[Climb] and the Empathic Diplomat traits to get Climb and Diplomacy on Wisdom, both important skills for this AP. Stats will be: 7-2 17+2 14 10 16+2 7 or 7-2 17+2 16 10 14+2 7, depending on whether I will prioritise Will saves, Grit and Wis-skills (Diplomacy, Perception, Sense Motive, Profession[Sailor]) over HPs and Burn or not. I will start with 5 levels into Bolt Ace and choose a Repeating Hand Crossbow as my free MWK weapon, and buy an Underwater Light Crossbow for underwater fights. At 5th level, I will select the Underwater Light Crossbow as my favourite crossbow, unless I find another way to bypass underwater fights penalties. After that, I will multiclass into Kineticist. I will make great use of a Conductive crossbow, which I should be able to afford by level 6. This means that I must choose energy blasts. The first element will be Air: I know it's anti-thematic, but since I am already limiting my potential by using a non-spellcaster, I do not want to further nerf myself by choosing an energy type (Water, i.e. cold) which will be automatically resisted by pretty much any creature living 20ft underwater. Feats will be:
This being said, I have no further clue on how to continue the build. I have really little knowledge of the Gunslinger and Kineticist classes, so I would really appreciate any feedback on Infusions, Wild Talents, and other ways to improve my versatility beyond simply shooting at a target.
A Wereshark Skinwalker can choose between Amphibious OR Swim Speed upon transforming. My question is: why are these two abilities separate? Amphibious is a particular case of Aquatic Subtype Universal Monster Rules, Amphibious (Ex) wrote:
and the Aquatic Subtype always grants swim speed Aquatic Subtype wrote: These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill. So why is the swim speed a different ability? As it is, I don't see the point of being Amphibian, having the Aquatic Subtype, being able to breath underwater, and yet not having a swim speed. I know of the existence of the Extra Feature feat, but I don't see the point of having to waste a feat slot to get two abilities that should already be merged in one either. Am I missing something?
Guilds are a Fame-based system presented in Inner Sea Magic. One of the perks of being part of a Guild is Esoteric Training (+3/+1 CL), which requires a Fame score of 35. Acquiring Fame requires money, skill checks and in game time. According to the rules, you can get at most +2 Fame per semester, with semesters being 4 to 6 months long. Assuming a 4-months semester, this means that at least 6 years of in game time are needed to reach the 35 Fame mark. Is this correct? We have discovered this system fairly late, as we are now a level 12 party. Are there any guidelines that correlate Fame to level rather than time, or say how to retroactive apply Fame? Disclaimer: my GM is on board with all this, so no need to rant about how allegedly OP the perk is.
Plant Shape III says: Plant Shape III wrote: If the form you assume has any of the following abilities, you gain the listed ability: DR, regeneration 5, and trample. but after a quick search on aonprd (Monsters > plant + regeneration), it seems there are literally no plants with regeneration, let alone Huge ones. There is the Heartrot Tree, which is a Huge plant and can regenerate a few days after being slain, but this is not the same regeneration intended by the spell. There is also the Wooden Protector, a Medium plant with regeneration 2, but it is 3.5 material. So, all in all, I could not find any suitable candidate. Am I missing something?
Looking for creative ideas and shenanigans with the Duplicate Familiar spell. Duplicate Familiar wrote:
The Training weapon enhancement can be applied on a weapon which is "drawn and in hand". A shield can be enhanced as a weapon and, once drawn, is worn by strapping it "to your forearm and grip it with your hand". To me it seems that a shield fits the definition of a weapon which is drawn and in hand for the purposes of the Training weapon enhancement. What do you think?
How many (if any) ways are there to cycle between weapons without losing full-attacks? Example: my Cleric has a Ring of Force Shield and a +1 Training[Bodyguard] warhammer (warhammer A), and he just found a +1 Holy Bane[Undead] warhammer (warhammer B) moments before starting an undead-heavy campaign arc. His ideal routine, when not casting, would be:
The best and most straightforward solution would involve Glove of Storing, which enables to free action cycle between two weapons. That being said, it competes with Gloves of Elvenkind, which would pretty much make me auto-pass every defensive casting check, so I'm open to further suggestions. A trivial solution would simply be to pick Bodyguard as an actual feat, however it is too specific, relies on the assumption that I do have a free feat slot, and does not solve the problem at its core. So, if a feat is involved, it must address the issue in its generic form, regardless of what warhammers A and B are. To be considered acceptable, solutions must satisfy the following criteria:
For reference, here are the feats I already have (B = bonus feats from various sources):
So, yesterday I saw this thread, where the OP asks if it is possible to build a powerful Magus without incurring in the usual Magical Lineage + Intensify Spell + Shocking Grasp shenanigans. I would like therefore to build a Magus that still uses similar shenanigans, while however focusing on something completely other than rolling lotta'd6s. Specifically: debuffing. I have never built a Magus, so forgive me if I make some blatant mistakes. The rules for this build are simple:
That being said, this is what I came up with: CG Human Magus Jistkan Artificer/Hexcrafter. Stats: 16+2 12 12 16 10 7 Traits: Wayang Spellhunter(Arcane Mark), Bruising Intellect. Feats:
By the time he gets a Cruel Amulet of Mighty Fists, his full-attack routine will be:
Which leads to these debuffs:
For a total: -6 hit, -4 dmg, -4 saves, -4 skills, AND a floating -2 from Evil Eye, in a single round, with no resources expended. If the target failed the Evil Eye save (probable), on the following rounds we can add different penalties. Considerations:
What do you think? How would you continue the build?
So, let's consider two identical 3rd level Magi with Bite/Claw/Claw who want to full-attack with their natural attacks (NO manufactured weapons) AND cast a spell via spell combat+spell strike. However, the first has the Natural Spell Combat Magus Arcana, and the other doesn't. What's the difference in full-attack routines between the two? What can the first Magus do that the second cannot? Please, answer by giving two examples of full-attacks with natural weapons and spell combat+spellstrike. Natural Spell Combat: Benefit: The magus can use his spell combat class feature with a natural attack of his choice. If he does, he gains a +2 bonus on concentration checks. If the natural attack is made with an appendage that would normally hold a weapon (such as a claw attack), the magus cannot wield a weapon in that appendage while making natural attacks with it. If the natural attack is a bite or other attack that does not require a free appendage to make, the magus can use the natural attack in addition to all of the attacks he could make with his melee weapon, if he has one.
A magus can select this arcana more than once. The bonus on concentration checks does not stack. Each time he selects this arcana, he selects another natural weapon. For example, a magus could select this arcana twice, choosing claw attacks and bite attacks. This would allow him to use a full-round action to make all of his claw attacks with his free hand and all of his bite attacks in addition to casting a spell. This arcana otherwise functions exactly like the spell combat class feature.
So, the part about switching items is quite straightforward, what bugs me is the AoO one. It seems to me that the arms can do AoOs in addition to those you would already be able to do, albeit using TWF penalties for off-hand weapons (-10/-8 to hit if 1H/light weapon - without the TWF feat - and half the Strength to damage), is this correct? If so, does each arm act independently from the others, i.e., do all arms can make one AoO each (in addition to those made by the character) against the same enemy who provoked AoO? Do they use the character's attack bonus for those weapons, including proficiency, feats and weapon enhancements? Do you get TWF penalties on the AoOs made with the main weapon as well? To facilitate answers, here is an example: an enemy walks out our threatened area, provoking AoO; we are wielding a +1 Warhammer, while wearing Arms of the Marilith equipped with 4 more +1 Warhammers. We are proficient with it and have a total +20 bonus to hit. We do not possess TWF feat. The way I see this is that the enemy gets 5 attacks of opportunity: 1 from the main weapon, +20 to hit and full damage
Please let me know if this is not correct. Overall, do you think this is a useful item for mid-to-high game on a character with already high saves, who therefore won't be in desperate need of a Cloak of Resistance?
Shaman's Paint wrote: The ground carcasses of goldbelly stinkbugs—insects native to the Mindspin Mountains—give this paint its characteristic yellow hue. When applied as a full-round action, this fine paste makes your head glow as though with an unearthly halo. You gain a +2 alchemical bonus to your caster level for any spells you cast that target one or more of your allies. The quicksilver in shaman’s paint is harmful to living creatures. If you wear shaman’s paint for more than 1 minute per day, you take 1 point of Wisdom damage, plus 1 point of Wisdom damage for every minute you wear the paint that day after the first. The idea is to apply Shaman's Paint on my 9th level Cleric once per day, when casting long-lasting buffs (10 min/lvl or longer) on myself or the party. What spells between level 1 and 5 would most benefit from it?
Given the following FAQ: FAQ wrote:
Which spells do affect it? Here is a short list: - Divine Favor (on the caster)
Additionally, does the caster's Size modifier affect the Spiritual Weapon's attack roll?
For some reason I thought Tears to Wine had Personal range, but it actually targets a liquid, whose volume increases with levels. It doesn't take many levels to get it to affect enough liquid to serve an entire army, for quite a long time. A 11th level cleric with a Bead of Karma could give the whole party +10 bonus on many relevant skills with a 2nd level spell, for hours. A Shaman could do the same, with a 1st level spell. Does all this make sense?
I am playing a 9th level multiclass Forgemaster Cleric of Torag. My build is actually 5 Forgemaster Cleric / 1 Unsworn Shaman / 3 Soul Warden. It is mainly a melee character, with crafting focus out of combat. Soul Warden levels were taken mainly for the channel energy and the free Channel Smite feat (needed for the Guided Hand feat), so I have no reason to continue on that route, and next level, I will go back to Forgemaster. The problem is, after level 5, there is pretty much no more progression in terms of class features. Let me explain. As a Forgemaster, I am forced to use the Artifice domain (with no subdomains): Artifice domain is one of the worst domains that exist in the game (in my opinion), both in terms of domain powers and spells. At the moment, I have already substituted the 1st level domain power for Torag's Patient Strike, as per the rules of Divine Fighting Technique, but I still have no use for the 8th level domain power: why would animating my weapon for 3 rounds per day (since the first is wasted on the standard action to activate the power) be of any use? As per the Runeforger class feature, only two or three of the available options are decent, and the levelling up pretty much only increases the duration of the runes (which is hardly of any use once you can already have them for hours/level). I have tried looking into Prestige Classes, but they are all either feat intensive in terms of prerequisites, or do not add caster levels from the start (which could be fixed with the Prestigious Spellcaster feats, which will however make the PrC even more feat intensive), or have BAB 1/2. Do you have any idea on how to make this archetype more interesting without a huge investment on feats?
The Liberating (WMH) weapon property allows the wielder to dispel an ongoing spell effect inhibiting movement through a combat maneuver. The Weapon Finesse vs CMB FAQ states:
FAQ wrote:
Notice the "normally" highlighted in the text. Would the combat maneuver produced by a Liberating weapon count as an exception to the norm? Being this a weapon property, would it count as a "combat maneuver in which you’re actually using a weapon to perform the maneuver" for the purposes of applying the weapon's bonuses to the roll?
Hi all. I am currently playing a Dwarf Cleric of Torag (Forgemaster) with the Blessed Hammer feat, thus he often finds himself only doing a single attack per round. Next level, I will be hitting BAB +6, and so I was thinking of picking Vital Strike to add a little bit of additional damage. Since I am forced to use only warhammers, I was thinking of using a Large one 2-handed, paired with Irongrip Gauntlets to negate the size-penalties, plus Lead Blades/Impact to get to a base damage of 3d6. This however puts me in the uncomfortable situation of having to ditch my shield, which I would like to avoid. Do you know of any options that would allow me to be able to wield both a Large warhammer and a shield? Here are a few options I have already explored:
- Buckler + Unhindering Shield feat
- Ring of Force Shield
- Greater Hat of Disguise into Kasatha
- Drop weapon, drink potion of Enlarge Person, grab back weapon
Thank you for your help!
Following on this thread, I have decided to play a Paladin of Shelyn for Wrath of the Righteous inspired to Saint Michael. The general vibe is that of a once otherworldly beautiful woman, whose face has been however terribly scarred because of a demon's attack. For this reason, she has decided to devote her life to avenge her lost beauty, the most precious gift Shelyn gave her. She radiates an aura of calm rage, which explodes as a blinding halo when cutting through demons with her glaive. The build until 11th level would be: Aangelkin Aasimar (Immortal Spark, Halo alternate racial traits)
I particularly like this concept and the roleplay behind it, however I realize there are a couple of problems, namely on the AC department. Since Dex is not a primary stat, Heavy armor will be necessary for this character. Together with the low Dex and no skill ranks put in Fly, this will make winged flight quite hard, and I honestly I can't really see myself playing an angel too heavy and awkward to fly using her own wings. So I remembered about Mythic Weapon Finesse, which should come around level 6, and decided to go Dex-based with Musetouched Aasimar: Musetouched Aasimar (no alternate racial traits)
The race synergyzes particularly well with Shelyn. The extra attack from Parry and Repost makes Hurtful, and so Intimidate, less useful, which is why this version of the build lacks the passionate anger of the previous one, focusing more on Diplomacy. Now, I must say that, while I like the flavor of the first build a little bit more, I find myself asking: why would anyone play a Str-based character whenever Mythic Weapon Finesse is available? I understand that until level 6, the first kicks more, but eventually both builds deal pretty much the same damage. On the other hand, the latter has way better defenses, which are much more important than damage at low levels, is not encumbered by heavy armor (which is also quite costly) and does not need to spend money and/or mythic feats to make their ACP less taxing. What do you think? Which one of the two builds is more convenient?
I'm GMing a modified version of Rappan Athuk, where the players are trapped inside the dungeon. An NPC is the only bridge between the inside and the outside, "sponsoring" the PCs by giving them WBL according to their level (duh?!): equipment can enter the dungeon from the outside, but it cannot leave it. As a result, PCs have equipment worth their WBL plus whatever they find in the dungeon which, usually, is rubbish to them. I don't want to modify the loot found in the dungeon to make it suitable for the PCs, since they already have automatic WBL, and I don't want to give them too much wealth, but at the same time I want to make it worth the fights. Any idea on how to make it a bit more interesting? Something I though of is the following. Like them, many other adventurers have been trapped in the depths of the dungeon during the years, and I was planning to introduce a micro-society of once virtuous heroes who, now tired and somehow gone insane, have accepted their fate and, rather than keep pushing towards the depths of the dungeon, have decided to settle and spend the rest of their days challenging each other in a fight-club, trying to forget their misery. The PCs could join these non-deadly fights once in a while (for example, when they don't feel like exploring the dungeon, or one of the players is absent), also giving me the opportunity to play some decent NPC from time to time, using the loot they found in the dungeon as an entry token: the higher the value of the items they invest, the harder the fight, the better the prize. The prize will of course be worth as much as the entry token, but hopefully more useful to the PCs. In this case my question would be: how to choose the prize? Should I make it entirely random or should I somehow make it dependent on the entry tokens from the two parties? If so, how to justify in game terms the "merge" of the items? This was just an example, but I'm open to all suggestions. Feel free to share your experience on this matter if you have had any. Thank you all for your help.
Hi everyone, in a couple of hours I am going to run a game that will involve natural Wererats with the ability to spread the Curse of Lycanthropy. The problem is I'm not sure I got it right. Could you please follow me and correct me wherever I'm wrong? So, let's start from the beginning. The character gets bitten: DC 15 Fortitude to resist the curse. If failed, the character catches Lycanthropy: Lycanthropy wrote:
Now, a creature that catches Lycantropy... Lycanthrope wrote: A creature that catches lycanthropy becomes an afflicted lycanthrope, but shows no symptoms (and does not gain any of the template’s adjustments or abilities) until the night of the next full moon, when the victim involuntarily assumes animal form and forgets his or her own identity. [...] Does this require a Will save vs DC 15 to negate the transformation, as written in the Lycanthropy description reported above? Assuming it does not or the character fails... Lycanthrope (contd) wrote: The character remains in animal form until the next dawn and remembers nothing about the entire episode (or subsequent episodes) unless he makes a DC 20 Will save, in which case he becomes aware of his condition. If the character does not pass the DC 20 Will save to become aware, the same thing repeats the next time they get injured or the full moon shows up. Assuming the character passes the awareness Will save, they now get access to the Lycanthrope template abilities, which are: Lycanthrope (CR +1) wrote:
...which they can assume at will, with no risk of turning spontaneously. Lycanthrope (CR +1) (contd) wrote:
In order to heal from the curse, the character can: - consume a dose of Wolfsbane to get a new Fortitude save.- get a remove disease or heal spell cast by a cleric of 12th level or higher, provided the character receives the spell within 3 days of the infecting Lycanthrope’s attack. - after the 3-day window has passed, get a remove curse spell cast by a cleric of 12th level or higher, during the time of the victim’s (willing or spontaneous) transformation. Does this make sense to you? If not, please let me know :)
Hi everyone, I have just picked Divine Interference on my 11th level Life Oracle in an attempt to avoid the occasional crit from the enemies. However, my GM has decided that negating a crit using a 1st level spell is too much, and since nowhere in the feat description it says I need to know the roll's result (but just whether the attack hits or not), he is going to roll in secret and just tell me if it's a hit or not. Apart from using my IRL Sense Motive skills to read from his face when he has rolled a 20, are there any ways to know that in game too? I'm talking about divination spells, magical items or similar things. Thank you all for your help.
Hi everyone, I'm looking for advice on a 13th level Halforc Sacred Huntsmaster Inquisitor + Infiltrator/Evangelist of Erastil with Roc animal companion for RotR. Click on the Spoiler if you want to know more (no AP spoilers involved). Spoiler:
I am currently playing RotR, the party is at level 10. I have joined the game with a hornbow-wielding Halforc archer Warpriest of Erastil, and it was an absolute beast. However, around level 8, I grew a bit tired of the 4d20 + 10d6 + tons of conditional bonuses rolling every round, so I decided to take a break and play a more support based character for a few levels. The Halforc is, however, still alive and leaving the party made, coincidentally, perfect sense in game too.
Now we are halfway through the AP (level 10, almost 11), and I plan to come back with the archer Halforc at the beginning of next chapter (so, level 13, almost 14). However, I plan to give him a bit of a make over, with a bit less buffing potential and raw damage, and a bit more versatility. My idea is to go Sacred Huntsmaster Inquisitor + Infiltrator for a touch of social skills, with levels in Evangelist PrC. The animal companion will be a Roc (not just a Roc however, as it will be the same Roc the teammate Sylvan Sorcerer had until level ~5 before dyeing, who disappeared after his master's death). I am also interested in playing a bit with Teamwork feats, as there was a lot of talking lately on the boards, and I have never had a chance to actually use them in game.
The idea of this character is to ride the Roc whenever possible and shoot while flying. For completeness sake, the rest of the party will be composed of: reach-tank Fighter (who plans to retrain to Paladin), reach-DPR Fighter/Hellknight, reach-support Skald, Brown Fur Arcanist. Also, it's worth noting we are playing a much more difficult version of the AP, with enemies eventually accessing Mythic material, so there is no such thing as OP. The build backbone is, for now: Stats: 14 15+2 12 10 16 7, level increases to Dex (+1, 4th level) and Wis (+2, 8th-12th level) Traits: Deadeye Bowman, Finish the Fight, Fate's Favored, Drawback (we can get more traits for more Drawbacks) Inquisitor/Domain: Monkey Domain, Valet Monkey familiar
Class / Feats / Teamwork feats / other effects:
Roc feats:
The monkey will also be riding the Roc, while wielding a Tiny longspear.
Spoiler:
After the flooding of Turtleback, only two of the Black Arrows survived. The region was then left without its wardens and the entire Turtleback community was now at risk. Because of his faith in Erastil, the Halforc decided to leave the group and join the Black Arrows, and do his best to protect the community and the woods around it. One day, while patrolling the woods, he was attacked with tiny sticks and pebbles, coming from the trees. Assuming it was Fey's act, he proceeded to investigate. After a few steps, he found himself in a small, secluded clearing, where a wounded Roc was lying. The Halforc recognised at first glance his old friend's companion, and approached him. However the severed link with his previous master and the passing of time made the Roc feral, and did not recognise his old ally. But before the Halforc had even the chance to step forward, something dropped from the trees. A miniature goblin-shaped creature was now in front of him, dressed with rags, wearing a definitely oversized mask made of a turtle shell and feathers, wielding a tiny makeshift spear and blocking the way towards the Roc. It turns out, it was not a Fey at all, but a...monkey, for some reason dressed up as a sort of shaman. Amused by this view, but also curious, the Halforc left some food in front of him, and left. The following days he went back to the clearing, observing the unlikely pair while hiding: the monkey seemed to have befriended the Roc, bringing him food and water, attending (or rather trying to attend) his wounds, but also some more peculiar gifts, such as shells, shiny items and flowers. More than a friend, the monkey seemed to revere the Roc, almost treating it as a...god. Rocs were indeed not common in the region, and for some reason the monkey was completely fascinated by it. The Halforc then understood that, in order to approach the Roc, he had to befriend his little subject first... Apart from the usual full-attacking from afar routine, the idea of this build is to pull off a couple of additional off-turn attacks using Teamwork feats. The trick routine would be (no spoilers on the AP): Spoiler:
1) Full-attack at range from the Roc's back as usual
2) The Roc then moves towards the target and attacks, activating Broken Wing Gambit 3) The Roc then procedes to move away following a U-shape trajectory via Flyby Attack 4) Moving out from the target threatened area triggers AoO against the whole moving unit. 5a) If the target of the AoO is the Roc, proceed to point 6) 5b) If the target of the AoO is the Halforc, the Roc will try to Intercept (the) Blow as immediate action and proceed to point 6) 5c) If the target of the AoO is the Halforc and the Roc fails to Intercept Blow, he will use a AoO to suck up the damage using In Harm's Way. 6) In these circumstances, the Roc has been damaged (hence attacked), which triggers the effect of Broken Wing Gambit. This triggers: 7a) A ranged attack as immediate action from the Halforc due to Wounded Paw Gambit 7b) A AoO from the Monkey (who counts as having Broken Wing Gambit) ["How dare you hit my master?"] 8) Regardless if the Monkey hits or not, this causes AoO from the Roc and the Halforc as well due to Paired Opportunist and Snap Shot. 9) The Roc will then proceed to move back up 10) Repeat The main limitation of this trick is that it doesn't work on targets with 10ft reach until I also get Improved Snap Shot and I equip the Monkey with a Lashing Shadowcraft longspear or the Arcanist casts Longarm on it, as the AoO from the target would trigger before being adjacent to it. In these cases, the Monkey will fling s*it from above, triggering Target of Opportunity (if hitting). Target of Opportunity will be periodically swapped out for other feats such as Improved Spell Sharing or more situational ones. So, feel free to comment on this build on any aspect: better feats, better strategies, better options in general, potential items, limitations, ways to make the character more interesting and so on. For example: - any cool way to use Acrobatics or Sleight of Hand given the bonuses given by the Monkey Domain? Additional traits can be obtained in exchange of more drawbacks. For example, can the Halforc alone roll Acrobatics to avoid AoO while riding, but not the Roc? This would allow me to avoid the whole Intercept Blow/In Harm's Way thing.
If anything, I just wanted to share with you this character :)
Hi there! What happens if I cast Silence on an item, and then I store such item in a Handy Haversack? Given that the time spent in the bag will count against the spell duration regardless, is the area outside the bag still affected by Silence? Or does the fact that the source is into an extradimensional space effectively "shield" the Silence until the item is retrieved from the bag? Thank you for your help!
Hello everyone, I have a Wayang Oracle using Shadow X spells who would like to cast while using both a Rod of the Wayang and a Shadow Stencil Set. This however leaves him out of hands to actually cast. Items such as Arms of the Marilith are of no use cause they cannot be employed as part of the spellcasting, nor items held by them can be used either. The only solution that I managed to find is the spell Gift of the Deep, which however lasts too little. Do you know of any magical items or spells that would allow me to get an extra arm in a permanent (or at least hours per day) way? Things to keep in mind: - The character needs to be Small, so no Greater Hat of Disguise + Kasatha. Small multi-armed humanoids are fine however.
Thank you all for your help!
Hi everyone, my character, a Gnome Oracle, has a Wasp Familiar that he would like to ride. Mauler archetype is not an option as the familiar is already a Protector, and I don't have space for feats, if any. I was thus thinking about using Polymorph any Object to simply transforming the Tiny wasp into a Medium wasp (or Giant Bee, Giant Bumblebee, Giant Mosquito). Unfortunately it seems that such a simple task is not possible, as the spell only emulates: - Greater Polymorph
and none of them cover Vermin, or anything related to a "wasp" as suitable shape. Any idea?
Hi all, following this thread, I am going to play a lvl 9 Pei Zin Practitioner in RotR. I start by saying that I love concepts based on contrasts, and somehow Gnomes make them even more believable in my opinion (also, I am aware it will sound a bit edgy, I apologize, but please bear with me :P). The idea is to play a Gnome Life Oracle of Calistria, once an enthusiast healer who loved life and its pleasures who, after being unable to save a loved one's life despite his healing skills (insert personal revenge backstory here), has gone through a dark path. The only thing saving him from Bleaching is the constant alternating between moments of cynical disillusionment, in which he dabbles in booze and drugs (that he himself produces as traditional remedies), and sudden moments of lusty attachment to life and pleasures (in which he dabbles in booze and drugs too) in order to feel truly alive and happy again. For this same reason, he has decided to put his skills at the service of others, to somehow redeem himself from his own failure, and eventually learn again to love life himself.
His curse will be Shadowbound, a sort of constant hungover due to substance use and the subtle call of Bleaching.
Shadowbound wrote:
The curse gives two very sweet spells: Shadow Conjuration and Shadow Evocation, which will be the main spells I will be using when not healing people. The Pei Zin Practitioner archetype gets rid of all Revelation slots until lvl 11, except for lvl 1. As a respectable Life Oracle, by lvl 9 I will need at least two Revelations: Life Link and Channel Energy. Since I would like to spend feats in a better way than a boring Extra Revelation, I will buy a Ring of Revelation or a Soothsayer's Rainment to get one of the two. Casting Shadow X spells is a manifestation of his dark side, while healing is an expression of his attachment to life, which will have his climax, and designate the victory of life over sadness, when he will get the Energy Body revelation. That being said, the build will be: Stats: 7-2 12 14+2 12 8 18+2 (lvl increments to Cha) Traits: Missionary(Shadow Conjuration, Shadow Evocation, X)[Campaign], Magical Lineage or Rivethun Adeherent(Magic). Feats:
Now, while I'm open to any feedback or advice, here are a few specific things I would like your help with:
Thank you all and keep the suggestions coming!
It is my understanding that Handle Animal can't be used with mindless creatures, which include vermin. Some racial and class features, however, allow this nonetheless. For example, some Galathains can combat-train riding bees using Handle Animal as they were creatures with Int 1. My character does not possess any of such abilities, but buys one of such bees from a certified Galathain trainer. In the assumption that we are talking about a domesticated, combat-trained vermin who is used to be ridden and that doesn't see its rider as a threat: 1) Can my character relatively effortlessly direct it in combat? In other words, while mindless, is the bee still smart enough to understand what it is supposed to do as long as its rider does the appropriate Ride checks? 2) Since Galathains treat vermin as having Int 1, does it means that a trained bee can know up to three tricks? If so, can its not-Galathain rider issue any of these tricks without the need of an Handle Animal check?
Handle Animal wrote: An animal with an Intelligence score of 1 can learn a maximum of three tricks 3) What happens if the riding bee is equipped with a Bridle of Tricks? 4) If my character is under the effect of Speak with Animals, is the bee able to communicate any kind of intelligible information? Can the bee be equipped with a Circlet of Speaking? 5) In case the bee became hostile to its rider for any reason, I assume that Charm Animal would not work, being a mind-effecting spell. Is there anything the rider could do to befriend the bee again? 6) What would happen if the bee were equipped with a +2 Int item? Thank you all for your help!
Hi all, at the moment I am playing a very damage-focused 8th level ranged Warpriest (Arsenal Chaplain) in RotR. I am very satisfied of my character so far, both in terms of mechanics and RP, and I have no complaints about it. However, one of the things I enjoy of this game is to watch my character evolve mechanically during time, acquiring new abilities and becoming able to do new things he wasn't able to do before. Having played it since level 1, I feel its potential has peaked around level 6, when he got Manyshot (arguably the end-point of many archery builds), Advanced Weapon Training for on-demand Bane arrows, and Haste from his fellow Arcanist. From that point on, I have had the impression that his build has saturated: sure, he will grow stronger level after level, but since reaching that peak, it feels like he has somehow lost his spark. I was therefore thinking about changing character to feel again that excitement of a new role, but I realised that the ranged DPR might be the only role my party is missing. The group is composed by a tanky fighter with decent damage (reach weapon, Shield Brace, Combat Reflexes, Bodyguard), buff-DPR Skald (also reach weapon + Banner of the Ancient Kings, Flagbearer and decent spellcasting), high DPR Hellknight (not reach weapon yet, but probably he is going to soon, seen the effectiveness of his companions) and a Brown Fur Transmuter Arcanist with a very varied set of spells. Out of combat challenges are generally addressed by the Arcanist and the Bard, while my Warpriest takes care of the divine spellcasting (restoration, condition-removals, downtime heals,...) and scouting. I am aware that leaving this group without a dedicated ranged DPR might be bad, but I see no reason to switch from a (very good) ranged character to another. While I would be happy to stick to this character, I wonder if you have any suggestions about a new one, with a different role that also fits well the party. Thank you all for your help!
Hi everyone, do you know of any good dungeon crawl pretty easy to handle for a newb and very busy GM, but nonetheless challenging for the players? I have quite a good knowledge of Pathfinder rules, but I have never GM'd before. My current GM in RotR prefers to skip sessions when someone is missing rather than playing without them. Since sometimes players might not be available at the last minute, it would be great to have a back-up game that I can GM when we're not playing the main campaign, that can be easily set-up without much preparation time on my part. Any ideas? Thank you all in advance!
Hi everyone, I am currently playing a crafter Wizard in Kingmaker. In her background, she has studied in Nex (to become Arclord) and has had adventures in the near Mana Wastes too. While being human, she has Dwarven blood (she has the Racial Heritage feat) and has always shown quite a badass attitude. Given the fact that the GM has allowed advanced firearms and free proficiency with them (he has allowed feats linked to the background), wouldn't it be extremely cool for a half-dwarf Wizard from the Mana Wastes to draw her Pepperbox Rifle in slow-motion while her Golem is charging into battle, and do magic things with it? What I would like to ask you is: are there any items, weapons, spells or combos that would allow me to use advanced firearms with such a character in an organic way that doesn't disrupt its efficacy in battle? Now, I know you all are thinking about the Spellslinger archetype, but for build (Arclord of Nex requires Arcane School) and flavour (not a blaster) reasons, this is not viable. Same for multiclass and intensive feat-chains (I might talk the GM into allowing another single backgroud-feat together with the proficiency). I am not asking for a build constantly revolving around firearms (such as a Spellslinger), but rather if you know of any tricks I could pull off from time to time that do not require too much of an investment in terms of build resources, and yet offer a decent alternative to a round of plain casting.
The spell Raiment of Command shows Will as saving throw, but who is this saving throw for? Since it has personal range, I find it hard to believe it's for the caster. This leaves out people interacting with the caster, but the text of the spell says nothing about a save to disbelieve the illusion and negate the benefits. If this is the case, is it only one save per person, per casting? Or rather one save per person every round the interaction goes on? And what happens in case of a successful save? Let's consider for example the case in which the caster is simply trying to use Diplomacy to befriend someone. If they pass the save, but have no way to detect magic, do they perceive that something fishy was going on, which would degrade the relationship with the caster? Would they just not perceive anything, which is why the caster would not benefit from the spell? Or would they still perceive the caster as a "legitimate figure of authority", but not give him any benefit?
Hi all, for plot reasons, my blacksmith-themed 4th level Dwarven Forgemaster Cleric of Torag promised a Fey that, in one year time, he would have crafted him "the best" scythe he could manage to craft. It wouldn't be a problem for the Dwarf to keep his word, having a very high Craft[Weapon] score, Craft Magic Arms and Armors and lots of time, but unfortunately he died! His daughter, a 4th level Wizard and a talented sculptress, will honour her dad's memory by fulfilling such promise herself. Unfortunately, she doesn't have the appropriate feat, as she only has Craft Wondrous Items. What is the best scythe she could make, realistically (i.e. she needs also equipment for herself), at 4th level (with a 4th level WBL)? Since the Fey is extremely bonded to the forest where he lives, the idea is to use the Ironwood spell to craft a masterwork Greenwood scythe (finding a powerful Druid able to cast Ironwood and a suitable piece of Greenwood would be role played in game, maybe as a subquest, and part of the effort). Craft[Sculpture] would be used as part of the crafting to make the final scythe a true work of art. Unfortunately there is no way she can enhance directly the scythe, but she could craft some nature-themed minor, but permanent (non-consumable) Woundrous Items that could be integrated in the final design. Only slotless (or at most wrist/hand-slotted) items can be considered. Here are some ideas: - rechargeable Feather Tokens [Tree] sprouting from the wood and growing back after use (1/day or 1/week). Unfortunately I did not fund any way to recharge Feather Tokens
What do you think? Any suggestion is good! Thank you for your help.
Enlarged Aberrant Bloodrager with Lashing Shadowcraft long spear, Long Arm on and Lunge: 30ft AoO / 35ft attack radius? Throw in Combat Patrol at lvl 20: 50ft AoO radius? None of the reach increments have a type (for example, enhancement bonus), does it mean that they stack?
The idea of this thread is to build and optimize a character inspired to the traditional depiction of Archangel Michael for the most iconic campaign for such a character: Wrath of the Righteous. This is 100% theorycrafting. The class would be, obviously, Paladin, and therefore we will take fully advantage of the campaign-specific weapon (spoiler!) Radiance (/spoiler!). The race would be Aasimar (which bloodline depending on the build), with Angelic Blood and Angel Wings feats. Any other build-related or racial feat are up to you, but these two are the bare minimum for the purposes of this thread Archangel Michael is usually depicted while wielding a sword (sometimes with a buckler or shield) or a polearm. Radiance is technically a longsword, which fits well the iconography, however it is quite a mediocre choice for a Paladin. Therefore, since this is also supposed to be an optimized build, for the purposes of this thread, any 1h sword (eventually wielded 2h: so no greatswords) or polearm is accepted, as long as there is a deity thematically fitting the concept with such favoured weapon (both for flavour and Radiance-related mechanical reasons). No axes, hammers, big sticks or ranged weapons. Longsword might still be worth to be considered in case of longsword-specific mechanics I'm not aware of, or a deity with unsuitable favourite weapon but granting particular benefits (traits, feats, Deific Obedience, PrC prerequisite, etc) Some examples of builds you can start from:
Some final considerations:
Thanks, have fun :)
Hello everyone, I am soon going to play a construct-crafter Wizard in Kingmaker, and I've decided to give the PrC Arclord of Nex a chance. I have already read Williamoak's mini-guide, but apart from stating the obvious, it didn't help much. You can find my initial thread about the options and the campaign rules here. Specifically, we get a free Story feat at level 1, which in my case is Protector of the People. This character will start at level 4 as a Human with the Racial Heritage [Dwarf] feat for background reasons (her father is a Dwarf, and will be her cohort later on, and will handle Craft Arms and Armors and Rings [the GM is fine with this]). The Dwarf Wizard FCB is nice, but won't be gamebreaking given the fact that she'll stay Wizard for only 5 levels, and it will probably be added to Craft Wondrous Items for an extra 1000gp total worth of crafting per day. After the first 5 Wizard levels, she'll go at least 4 levels of AoN to unlock Arcane Architect. Her bonded object will obviously be a Valet Familiar, probably an Arctic Hare or a Compsognatus, for the +4 Initiative. Regarding the Arcane School, although AoN encourages going Universalist, I will probably select a specialised school anyway. I was thinking about Divination [Foresight] or Void. The build so far is: 1 Wiz, Improved Initiative, Racial Heritage [Dwarf], Scribe Scroll, Protector of the People
My questions are: 1) Is this PrC actually worth the effort? The PrC itself requires to burn one feat for Eye of the Arclord, plus one (or more, depending on the PrC levels) Wizard Bonus feat I won't be getting. Not to mention the loss of known spells and Wizard levels for the purposes of Wizard Discoveries, Familiar's abilities and Arcane School powers progression. Plus, it locks me into having to choose an Arcane School, which precludes me some powerful archetypes such as Exploiter Wizard. If the answer to question 1) is "Yes" (or at least "Meh, it's worth a shot"): 2) Which Arcane School should I choose? Both Divination [Foresight] and Void come with useful School active and passive powers (+2 to Initiative or +2 to saves over 5 Wizard levels respectively). Overall it seems to me that Divination has better/more spells to fill the bonus slots, while Void has a more limited spell selection, but requires only one Elemental opposition school. That being said... 3) Which Opposition School(s) should I choose? As a crafter, this is important as the Spellcraft DC to craft an item with an opposed spell in the requirements is increased by 4. For Divination, I was thinking about Illusion/Evocation (Necromancy has Magic Jar, that I'll abuse to buff my constructs, Abjuration has Dispel Magic, Enchantment has Geas/Quest which is a requirement for many constructs, Transmutation has Fly, while Conjuration is, well, Conjuration). Void would only require one Opposed School, but they all seem to include quite important spells (Fire maybe?). And unfortunately, because of the PrC, Opposition Research does not come online before 13th level. 4) How should I modify the build? Would Extend Spell be better instead of Improved Initiative, given the benefits of Arcane Architect? Is there any Wizard archetype worth to be considered that doesn't remove Arcane School and lets me have a Familiar? Should I get more AoN levels after 9th? How should I continue the build?
|
