Seoni

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13 posts. Alias of Chromantic Durgon <3.



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So as some of you will know, I've been steadily learning pf2 by making characters, but so far all I've made is spell casters.

I started with a barbarian doing animal path cause I like the stag aesthetic, but I sort of ran out of steam with it. Then I was reading an investigator guide and it struck me it seemed to be about delivering one big attack around, which sort of appeals to me (I always wanted vital strike to be better in pf1)

One big strike lead me towards sniper rifles, and then I thought, why not try doing a Investigator hybrid into a gunslinger, it'd certainly teach me new stuff about the system between archetyping and weapons and leaning more martial and also guns. Given I'm understand they have slightly janky rules.

So without further a doodle, here is Myron West, the uptight Elvish investigator.

Name: Myron West
Ancestry: Seer Elf
Background: Artist
Class: Empiricism Investigator
Languages: Common, Elvish, Gnomish, Dwarfish, Goblin, Halfling, Orcish, Celestial
Stats:
Cha: 12
Int: 22
Wis: 20
Con: 18
Str: 10
Dex: 20
Ability boots:

5) Con/Wis/Dex/Int
10) Con/Wis/Dex/Int
15) Con/Wis/Dex/Int
20) Cha/Wis/Dex/Int

skill stuff:

Skills (Legend):
Acrobatics
Arcana
Occultism
Society
Stealth
Master:
Nature
Religion
Trained:
Everything else except performance and survival.

Skill Feats:
Alchemical Crafting
Armored Stealth
Assured Identification
Aura Sight
Battle Medicine
Biographical Eye
Disturbing Knowledge
Dubious Knowledge
Eyes of the City
Foil Senses
Kip Up
Legendary Codebreaker
Legendary Sneak
Read Lips
Recognize Spell
Slippery Prey
Specialty Crafting
Streetwise
Swift Sneak
Trick Magic Item

other feats:

General Feats:
3: Fleet
7: Expeditious Search
11: Incredible Scout
15: Improvised Repair
19: true Perception

Ancestry Feats:
1) Forlorn
5) Elven Instincts
9) Elven Step
13) Avenge Ally
17) Magic Rider

Investigator Feats:
1: Known Weaknesses
2: Gunslinger Dedication
4: Lie Detector
6: Slinger’s Readiness (One shot, One Kill)
8: Basic Shooting (Defensive Armaments)
10: Practiced Reloads
12: Firearm Expert
14: Foresee Danger
16: Reconstruct The scene
18: Trickster Ace
20: All the time in the world

Its pretty straightforward I think, just have a tone of skill based tricks for knowledge that I'll completely forget I can do. Do some stealthing, do some scouting, do some sniping, do some knowledge checks all that.

Range seems better for investigators anyway, since you've got to do the whole Devise Strat and doing knowledge checks and stuff, doing one bit hit saves moving around if you're ranged.


I like to learn systems by building characters, so far I've done a blaster sorc, a bones oracle, a controller/blaster style druid and a summoner using the anger phantom.

Generally my tastes lean heavily away from martial characters (as you may have noticed) but I feel like it'd be useful to make at least one and so far I've felt totally uninspired.

for PF1 the only full bab characters I ever created were, a shield champion brawler that definitely wasn't just captain America. An ooze morph shifter, a fiend flesh shifter, a kasatha unchained monk and a human snake bite striker/devoted muse (dedicated to fighting with war fans lol). I think the common theme was, overly complicated characters that had a lot of moving parts, for what was probably worse return than just playing a barbarian or whatever lol.

Might sound like a fair few but thats 5 out of 35 odd characters I made in the system. I did make the odd martial ish character with the 3/4 BAB classes, like an archer inquisitor and a fencing investigator.

But generally I lean towards blasting, debuffing, buffing, controlling or weird utility in my character creation.

So my question is, within PF2 what sort of character creation direction do you think might suit me?


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I really enjoyed the P1 mesmerist and I was wondering to myself if they’d ever do one.

Or if they’d try to wrap it into the bard, like they did with the spiritualist wrapping it into the summoner.


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Its me again! I took a little break from my character building to home brew a whole class. I like to take things slow lmao.

Anyway, I picked it back up and made a druid which I think will be my last one for a little while cause none of the other classes are really inspiring me atm.

With this one I wanted to go in the direction of a controller/blaster hybrid, which is sort of how I envision the "god wizard" play style, translating to pf2. Since it seems like not specialising in it, per say, but still being able to do AoE damage is stronger in this system than it was in Pf1, where it was really only worth doing if you went all in on it.

Name: Juicy Red Walker
Ancestry: Leshy (Fruit)
Background: Nomad
Class: Leaf Druid
Languages: Sylvan, Common
Stats:
Cha: 12 (18)
Int: 8 (10)
Wis: 18 (22)
Con: 14 (20)
Str: 10 (12)
Dex: 16 (20)
Ability boots:

5) Wis, Con, Dex, Cha
10) Wis, Con, Dex, Cha,
15) Wis, Con, Dex, Cha
20) Wis, Con, Int, Str

All the skills decisions I think are probably pretty straightforward, I envisioned them as a sneaky diplomat with a good knowledge of nature.

skill stuff:

Skills:
Perception
Lore (B)
Survival (B)
Nature
Acrobatics
Stealth
Diplomacy (O)

Skill increases:
Nature (Lv3)
Diplomacy (Lv5)
Acrobatics (Lv7)
Nature (Lv9)
Acrobatics (Lv11)
Diplomacy (Lv13)
Nature (Lv15)
Acrobatics (Lv17)
Diplomacy (Lv19)

Skill Feats:

1: Assurance (survival) B)
2: Bon Mot
4: Acrobatic Performer
6: No Cause for Alarm
8: Glad Hand
10: Consult the spirits
12: Aerobatics Mastery
14: Kip Up
16: Consult the spirits
18: Assured Identification
20: Legendary Negotiations

other feats:

With these choices I was mostly just trying to give myself useful options, I went leaf into stone for healing and some fun blasts. I know storm is probably better than stone but stone still seemed extremely good to me and I preferred it for flavour reasons.

General Feats:
1) Shield Block
3) Incredible Initiative
7) Canny Acumen (Fortitude)
11) Toughness
15) Untrained Improvisation
19) A home in every port

Ancestry Feats:
5: Harmlessly Cute
9: Lucky Keepsake
13: Solar Rejuvenation
17: Regrowth

Druid Feats:
1: Leshy Familiar
2: Order Explorer (Stone)
4: Enhanced Familiar
6: Advance Elemental Spell (Stone Lance)
8: Fay Caller
10: Harden Flesh
12: Primal Focus
14: Sow Spell
16: Impaling Briars
18: Primal Wellspring
20: Hierophant Power

spells:

I know you can switch em out each day, but lets be real, most of the time we have our go too spells. So I went through the list and picked ones that looked mostly useful, and fitting to the character. You'll notice an absence of fire spells, thats not by accident.

Focus Spells: Good Berry, Stone spear, Impaling Briars
Spells: (+ Illusory Disguise, Illusory Object, Illusory Scene, Veil)
Cantrips: Scatter Scree, Ray of frost, Dancing Light, Detect Magic, Guidance
1) Charm, Pummelling rubble, Heal (probably at every level), Fear
2) Acid Arrow, Dispel Magic, Entangle, Heat Metal, Obscuring Mist
3) Aqueous Orb, Blindness, Crashing Wave, Haste, Lightning Bolt, Slow, Stinking Cloud, Wall of thorns
4) Air Walk, Coral Eruption, Freedom of movement, Murderous vine, Petal Storm, Stone skin (probably keep upcasting this one)
5) Cone of cold, Healing well, Impaling spikes, Lightning storm, Wall of stone
6) Baleful Polymorph, Chain Lightning, Tangling Creepers
7) Eclipse Burst, Mask of terror, regenerate
8) Earthquake, Polar Ray, Punishing winds, Whirlwind
9) Storm of Vengeance (honestly felt a bit underwhelmed)
10) Indestructibility, Nature Incarnate, Revival

[spoiler=familiar stuff]

After level 4 I'll be picking 4 powers a day, I figured probably from this selection below. Honestly the whole familiar rule set seemed fairly underwhelming to me, its a nice ribbon though.

Familiar (mini me)
Go to familiar Abilities:
Speech
Spellcasting
Familiar Focus
Share Senses
Tremor Sense
Spell battery


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The idea was to make a class that is really all about sustaining hexes over the course of the day, re-usable powers that feel as much like giving people the cold shoulder or a scary look as they feel like magic to begin with.

Then getting more overtly powerful as you level up. Hopefully it feels balanced and fulfils the fantasy people had put in place for the witch.

Hexes, Major Hexes and grand hexes might seem OP but remember, the witch is only working with 2 spell slots at each level. They're paying for their power.

Homebrew Witch

Perception:
Expert in Perception

Saves:
Reflex: Trained
Will: Expert
Fortitude: Trained

Skills:
Trained in Occult
Trained in a number of additional skills qual to 2 plus your intelligence modifier

Defences:
Untrained in all Armor
Trained in unarmoured defence

Spells:
Trained in Occult Spell Attacks
Trained in Arcane Spell DCs

Lv1 feature: Patron & Familiar & Spell casting – Familiar works the same as before. Spells and patron are addressed further down.

Lv3 Chant – Instead of the sustain a spell action a witch may take a chant action. The chant action allows the witch to sustain one spell with the sustain duration that you have in effect. In addition, a witch may sustain one hex with the sustain duration at the same time. The duration continues until the end of your next turn as normal. A which can only cast cantrips and hexes whilst chanting.
You may expend a focus point to allow you to sustain a spell until the end of the next turn without using the chant action. You may pick up the chant action again in the following turn.

Lv5 Hag’s resilience (Expert fortitude)

Lv7 Expert Spellcaster

Lv9: Mysterious frame (Expert Reflexes)

Lv10: Cackle – The witches chant action may now be used to sustain a spell at the same time as they sustain a hex or major hex. You may also sustain a hex and a major hex at the same time in place of a sustained spell. You may not sustain two major hexes. You can expend a focus point to extend this as with the chant action.

Lv11: Wise old eyes (Master perception)

Lv11: Weapon Expertise

Lv13: Defensive Robes & Weapon Specialization

Lv15: Master Spellcaster

Lv17: Stubborn Mind (Master Will)

Lv19: Supreme Witch, Grand hex & Legendary Spellcasting
Spell slots/Spell prep: Witches learn and prepare spells exactly as they do in the current rules, however they only get 4 cantrips and they only have 2 spell slots per spell level, not three. They never get 10th level spells.

Patrons:
You patron will grant you one hex of your choice at level 1 from the list of hexes available to that patron. At level 8 you will gain one of the Major hexes available to your patron, of your choice. At level 19 you will gain your grand hex and the associated supreme status.

When you gain a new spell level you will also gain a patron spell, your familiar automatically knows these patron spells. You may also cast these patron spells once per day without expending a spell slot, but only at their original level.
Your patron also grants a boon, an extra feature or skill granted to you at first level.

Spoiler:

Maiden: You patron connects you to the beauty and enchanting power of youth, destiny lays at your feet, your path is yet to be written and you have more control over it than most.

Patron Spells:
1) Charm
2) Lucky Number
3) threefold aspect
4) Veil
5) Tongues
6) Mislead
7) True Target
8) Uncontrollable Dance
9) Foresight
Boon: Trained in Society

Hex: Misfortune/Fortune/Enchanting Force/Chilling Sweep

Major Hex: Drawing Darkness/Royal Aspect

Supreme status: Mistress of Fate

Grand Hex: Control Fate

Mother: Your patron connects you to the life-giving power of the mother. You nurture, heal, comfort, and protect. Your power is a warm hug and a hard shield against the world.

Patron Spells:
1) Heal
2) Create Food
3) Threefold aspect
4) Soothing spring
5) Breath of life
6) Raise Dead
7) Regenerate
8) Moment of renewal
9) Overwhelming presence

Boon: Trained in medicine

Hex: Fortune/Warming Embrace/Earthen Clutch/Shielding Shroud
Major Hex: Earthen ally/Boundless Hope

Supreme Status: Life bringer

Grand Hex: Eruption of life

Crone: Your patron connects you to the wisdom of the crone. You’re familiar with the facts of life and with them death. You know what it is to endure time and you’re ready to use it as a weapon.

Patron Spells:
1) Fear
2) Silence
3) Threefold Aspect
4) Seal Fate
5) Death Ward
6) Necrotize
7) Finger of Death
8) Canticle of Everlasting Grief
9) Wail of the Banshee

Boon: Master in Perception, when you would increase to master, instead increase to legendary.

Hex: Evil Eye/Misfortune/Old Rot/Chilling Sweep

Major Hex: Royal Aspect/Withering Presence

Supreme Status: Friend of Death

Grand Hex: Quintessence stream.

Night: You patron connects you with the night. You don’t fear the darkness or the creatures that reside within it, you rule them. You wrap yourself up in the night and draw enemies into your clutches, protecting yourself and your allies.

Patron Spells:
1) Bane
2) Darkness
3) Chilling Darkness
4) Dimension Door
5) Moon frenzy
6) Blanket of stars
7) Eclipse burst
8) Polar Ray
9) Storm of Vengeance

Boon: Darkvision

Hex: Evil Eye/Enchanting Force/Chilling Sweep/Shielding shroud

Major Hex: Death Stare/Drawing Darkness

Supreme Status: Lady in shadow

Grand Hex: World in darkness

Swamp: You control the very ground beneath your feet, your enemies, stumble, struggle and fall around you.

Patron Spells:
1) Mud Pit
2) Water Walk
3) Earthbind
4) Stoneskin
5) Transmute rock and mud
6) Flesh to stone
7) Corrosive body
8) Horrid Wilting
9) Shapechange
Boon: Trained in survival

Hex: Earthen Clutch/Fortune/Warming Embrace/Old Rot

Major Hex: Earthen ally/Withering Presence

Supreme Status: Queen of the land

Grand Hex: Nature rage


Homebrew Class Feats:
If I’ve put > > > between feats, one leads to the other as a pre-req
Spoiler:

Endless hair > Tangling Hair > Hair Trap/Crushing Hair

Endless hair (LV1): You may use the Endless hair action, your hair gains a reach of upto 30ft and may be used to deliver touch spells.

Tangling hair (Prerequisite: Endless hair) (LV4): You may grant the trip or grapple property to your hair once its grown with the endless hair action. You use your spell casting proficiency modifier for the sake of performing this manoeuvre. You may take this more than once.

Hair Trap (Prerequisite: Endless hair & tangling hair granting trip) (LV8): Once you’ve used the grow your hair action your hair counts as threatening for the sake of attacks of opportunity with a reach of 30ft. A 30ft radius around you counts as difficult terrain, for creatures you view as hostile.
Crushing Hair (Prerequisite: Endless hair & tangling hair granting Grapple)(LV8): Once you’ve grappled an opponent with the tangling hair action you may use the crush action. Dealing 1D6 x half your character level + your intelligence modifier, bludgeoning damage.

Extra Hex > Patron Wanderer

Extra Hex (LV1): You learn another hex from your patrons list of potential hexes. You may take this feat twice.

Patron Wanderer (LV10): You may learn one major hex not usually permitted by you Patron. You also gain 1 extra focus point to be added to your focus pool (can’t exceed 3)

Coven Witch (LV6) (Prerequisite: Maiden, Mother or Crone Patron) – When you prepare your spells in the morning you may invite a number of allies upto your intelligence modifier to commune along with you. For doing so, the first time you would expend a focus point during the next day, a focus point is not expended. Your allies all gain access to the casting of one Cantrip you know, using your spell casting proficiency for the sake of DCs and attack rolls.

World Witch (LV6) (Prerequisite: Night or Swamp Patron) - When you prepare your spells in the morning you may take your time to commune not only with your familiar with the world at large. For doing so, the first time you would expend a focus point during the next day, a focus point is not expended. In addition, the first time you roll a natural 1 for a skill, save or spell attack roll, you may reroll, you must take the second result.

Scarred Familiar (LV10) – Your familiar gains a scar, that carries the weight of your hexes. You may treat your familiar as the target of a Hex, which the familiar may then reflect towards any target within 30ft of it.

Unsettling Whispers > Horrifying Cackle

Unsettling whisperes (Lv4): Creatures within 15ft of you gain a -1-circumstance bonus to hit you with attack roles if you performed the chant action on your last turn.

Horrifying Cackle (Prerequisite) (Lv12): After you perform the chant action creatures within 30ft of you must make a will save against your spell DC, on a critical failed save they’re frightened 2 until the end of your next turn. On a fail they’re frightened 1 until the end of your next turn. On a success nothing. On a critical success they’re immune to the effects of horrifying cackle until you refocus. You also gain an extra focus point (can’t exceed 3)

Master of hexes (LV18): You gain 1 extra focus point to your focus pool (can’t exceed
3) and regain 2 when you refocus.

Witch Queen (LV20): You may cast your grand hex one additional time per day.

Generic Caster feats witches can take under class feats:

Cantrip Expansion

Steady Spell Casting

Soulsight

Effortless Concentration

Counterspell

Conceal Spell

Enhanced Familiar

Reflect Spell


Hexes:
Hexes function like cantrips only unique to a witch and they may only be acquired through your patron and the extra hex feat. They all have a range of 30ft and may all be sustained for upto a minute.
Spoiler:

Hex list:
Evil Eye (2 actions) - Your fix your eye on the target, imposing a malevolent hex. The target becomes frightened based on the results of its Will save. This condition value can't be reduced below 1 while the hex is active and you can see the target.
Success The target is unaffected.
Failure The target is frightened 1.
Critical Failure The target is frightened 2.

Fortune (2 actions) – You reach into the fabric of reality and tweak things in your targets favour. The target of this hex gains a +2 circumstance bonus to attack rolls and AC.
You may sustain this hex.
Reaction: As a reaction when the target of this hex would fail a save or be hit with an attack you may change the result of the roll to be one more effective. A failed save becomes a successful save, a critical hit against the target becomes a hit. You may not make things critically fail or critically succeed with this reaction.

Misfortune (2 Actions)– You reach into the fabric of reality and push misfortune towards your foe. (Will save)

Critical success: Nothing
Success: The target is clumsy 1 until the end of your next turn.
Failure: The target is clumsy 2 until the end of your next turn
Critical Failure: The target is clumsy 2 until the end of your next turn and it loses one action point on its next turn
Reaction: As a reaction when the target of this hex would roll a save or be targeted with an attack you may change the result of the roll to be one grade worse for the target. A save becomes a fail, a miss against the targets AC becomes a hit. You may not make things critically fail or critically succeed with this reaction.

Chilling sweep (Reflex) (2 actions) – You brush the target aside with a chilling blow of disdain. You deal cold damage equal to 1d4 plus your spellcasting ability modifier.
Sustain: On a failed save frost encases the target and you may sustain it on subsequent turns to decrease its movement speed by 5ft. You may not target a creature with chilling sweep that you’re sustaining frost against.
Heightened (+1) The damage increases by 1d4.

Earthen Clutch (Reflex) (2 actions) – The ground beneath the target reaches up grabbing hold of the target, crushing and pulling it down. You deal bludgeoning damage equal to 1d4 plus your spellcasting ability modifier and creating difficult terrain beneath the targets feat.
Sustain: On a failed save the earth takes hold of the target, until you stop sustaining the target counts as always starting, and ending its movement in difficult terrain.
Heightened (+1) The damage increases by 1d4.

Warming embrace (2 actions) – You extend warming power towards your target encircling them in healing energy. You target heals for 1d4 plus your spell casting ability modifier.
You must refocus before you can target the same creature with warming embrace a second time.
Sustain – On subsequent turns you may sustain the hex to heal the target by your spell casting ability modifier again.
Heightened (+1) The initial healing increases by 1d4.

Enchanting force (2 actions) – Your direct your force of personality towards the target, compelling it to feel deference towards you.
The target make a will save whenever it rolls an attack against you or your allies.
Sustain: on subsequent turns you may sustain the hex on this target.
Critical success – Nothing happens
Success – The target takes a -1 circumstance bonus to their attack roll
Fail – The target takes a -3 circumstance bonus to their attack roll and takes psychic damage equal to your intelligence modifier.
Critical fail – The attack roll counts as having rolled a fail.

Old Rot (fortitude save) (2 actions) – You extend a powerful force of age towards your target. You deal negative energy damage equal to 1d4 plus your spellcasting ability modifier. If this damage would knock the target unconscious or kill them, you may deal half the damage again to another target within 30ft.
Sustain: On a failed save the old rot lingers and you may sustain it against the target to deal half the damage again (rounding up) on subsequent turns. You may not target a creature with old rot, if old rot is being sustained against it.
Heightened (+1) The damage increases by 1d4.

Shrouded by night – You may target yourself or an ally with this hex, the target counts as concealed until the end of your next turn. If targeted by a magical light effect the target’s concealment is negated.
Sustain: you may sustain this hex.


Major Hexes (LV8):
Major Hexes are focus spells unique to a witch and they may only be acquired through your patron and the patron wanderer feat. They all have a range or radius of 30ft and may all be sustained for upto a minute. You may never sustain more than one major hex.
Spoiler:

Major Hex list:
Earthen Ally (focus 4) (2 actions) – The very ground beneath your feet counts you as an ally and heads your guidance to strike down your enemies. Until the end of your next turn a 30ft radius around you counts as difficult terrain for your any creatures you regard as hostile. This area moves with you.
Sustain – If you use an action to sustain this spell you may make a spell attack roll, against one opponent if you hit the opponent takes 4D6 bludgeoning damage. On a critical hit they’re knocked prone.
Heighten (+1) The damage increases by 1D6

Death Stare (Focus 4) (2 actions) (Will save) – Debuff/Damage. You fix a target with your gaze, channelling all your understanding of death into their mind and must roll a will save.
Critical success – Nothing happens
Success – The target takes half damage
Fail – The target takes 5D10 mental damage and is frightened 1. This effect stacks with evil eye.
Critical Fail – The Target takes 5D10 mental damage and is stunned.
Sustain – On a failed save you may sustain this hex and the target must save again or take further damage, on a failed save the frightened condition is also sustained. On a critical fail the stunned condition is also sustained.
Heighten (+1) the damage increases by 1D10

Draw in darkness – (focus 4) (2 actions) The night wraps around you and your allies protecting you from harm. Until the end of your next turn a 30ft radius of darkness you, but your allies see normally.
Sustain – If you use an action to sustain this hex enemies within the darkness must make a fortitude save on a fail it takes 4d4 negative damage. On a critical fail they’re blinded.
Heighten (+1) the damage increases by 1D4

Royal Aspect – (Focus 4) (2 actions) You project your power to manipulate reality out into the world and allow it to wash over allies and enemies alike. Allies within 30ft of you gain a +1 one circumstance bonus to AC, hit and save rolls. This bonus stacks with fortune.
Enemies within the radius must make a will save or take a -1 circumstance bons to AC, hit and save rolls. This bonus stacks with Misfortune.
Sustain – On each turn you sustain this hex all allies heal for hit points equal to your spell casting ability modifier.

Withering Presence – (Focus 4) (2 actions) You project the boundless age of your patron out into the world and allow it to grind away at your foes. Any foe within 30ft of you must make a fortitude save or take 8d4 negative energy damage. On a success they take half.
Sustain – You may sustain this hex for upto a minute.
Heighten (+1) the damage increases by 2d4

Boundless Hope – (Focus 4) (2 actions) Hope pours out of you filling your allies with such certainty that their bodies begin to believe there is no way they might lose. Allies within 30ft of you heal for 4d4 hit points and any additional healing they receive from other sources is doubled.
Sustain: You may sustain this hex for upto a minute.
Heighten (+1) the healing increases by 1d4


Grand Hex LV19:
The grand hex is the pinnacle of a witches power and can only be granted via their patron. Each grand hex comes with an associated supreme status.
Spoiler:

Mistress of fates
Supreme status – The fates bend to your whims with barely a glance you can save a doomed creature or doom a saved one and bad luck is a thing of the past for you.
Whenever you would critically fail an attack, save or skill check you may reroll, you must take the new result
Once per day you may treat a failed save or hit roll as a success.

Grand Hex -
Control Fate (2 actions): You reach out and grasp control of another creature’s fate for the next minute. Once per turn as a free action you may alter saves and hit rolls by one grade, from success to critical success. If you attempt the degrade a result the creature may make a will save.
Upon casting the control fate hex and with a control fate action (1 action) on subsequent turns, you may teleport the creature to any un-occupied space within 60ft, including in the air.
As a reaction when another creature makes an attack roll you may switch the grasped creatures position with that of the attacks target and the grasped creature becomes the target. You may teleport the creature out of the line of an attack roll that targets it.

Life bringer
Supreme status – Life energy pours out of you, you cease to age and you may choose how old you appear each day when you commune with your familiar. If you stay in one place for more than hour plant life starts to spring up at your feet.
Whenever you must make a recovery check you gain a +5 circumstance bonus and your dying condition counts as 1 lower.
Whenever you receive healing from any source the result is increased by 1.5 times.

Grand Hex –
Eruption of life (2 actions): Pick one target creature (it can be yourself) and it is treated as being the target of the regeneration Spell. A 30ft radius of positive energy erupts from this target, healing all allies for 10D8+40 hit points, any healing over the creatures max hit points becomes temporary hit points. Any undead in the area take an equal amount of positive energy damage, on a fortitude save for half.

Friend of death
Supreme status – The lady of graves is familiar with you, and is in no rush to claim your soul, you continue to age but suffer no more ill effects of age.
Whenever you must make a recovery check you gain a +5 circumstance bonus and your dying condition counts as 1 lower.
You gain resistance to negative energy damage.
You always count as having died within the last minute for the sake of resurrection effects, like raise dead and attempts to resurrect you require no material component.

Grand Hex –
Quintessence stream (2 actions): You reach through the folds of creation dragging a river of quintessence into the material plane and hurl it towards your foes.
Everything in a 60ft cone makes a reflex save, creatures within the cone take 10D10 force damage. On a failed save creatures within the cone are knocked prone, forced back to end of the cones area of effect and the next time they take damage, double the damage dice.
Critical failure: The creature dies.

Queen of the land
Supreme Power – The earth counts you as one of its own, and where you walk, you’re never alone.
No natural landform is ever considered difficult terrain for you.
You count as permanently under the effects of speak with animals and speak with plants.
Once per day you may open a portal inside a tree and use it to travel to any other sufficiently large tree that you know, anywhere in the world, you and up to 10 allies may travel through this portal.

Nature’s rage (2 actions) – Animals, trees and the earth itself stampedes, rages and rips at your whim tearing your enemies asunder.
Animals, boulders and great trees slam into targets in a 60ft cone, anything in the area must make a reflex save for 10D10 bludgeoning damage, everywhere within the area of effect becomes permanently difficult terrain. Any creatures that remain within that difficult terrain at the end of their turn must make a reflex save or become restrained.
On the subsequent you can draw another 60ft cone from anywhere along the end emanation of the first. After the second cone the spell ends.
Critical success: No damage
Success: Half damage
Fail: 10D10 bludgeoning damage
Critical fail: 10D10 bludgeoning and the target is restrained to the ground.

Lady in shadow
Supreme status – The night knows you and follows you, even in broad daylight you’ll always be cast in half light.
You always count as concealed during combat, and can see through darkness and magical darkness as if it were daylight. Whenever you’re in dim light or darker you may use the slip through shadows action.
Slip through shadow (1 action): You teleport 30ft or less to an unoccupied space in dim light or darkness.

Grand Hex -
World of darkness (3 actions):
You summon the night as your ultimate ally to create a world of your own where you’re the master for the next minute.
A 120 ft radius of magical darkness bursts from you. All you allies within this area gain the same magical dark vision as lady in shadow grants you allowing them to see as though it were daylight.
All your allies also gain the slip through shadow action whilst they’re within the radios.
Whilst within the area of effect you gain resistance to all damage types. If you fall unconscious the effect ends early.


I'm back again!

This time taking a step away from spontaneous full casters to learn what the f!!+ bounded casting is! And also delve into action economy more with Act together (which I'm still not sure I get lol) and look into the Martial side of things with the Eidolon.

Overall I found this one very interesting to learn about and learning how martial damage math works what cool too, assuming the Eidolon scales reasonably well of course.

Also I will admit, this character took on a lot of life in my head as I was making it so some choices are more fluffy than Mechanical, however I was pleasantly surprised to find the fluffy summoner choices also felt pretty viable.

Name: Angel
Ancestry: Halfling, Aasimar Heritage
Background: Lost Loved ones
Class: Devotion Phantom Summoner
Languages: Common, Halfling, Orcish (B), Celestial (A), Elvish (M)
Stats:
Cha: 18 (22)
Int: 10 (12)
Wis: 16 (20)
Con: 12 (18)
Str: 8 (10)
Dex: 14 (20)
Ability boots:

5) Cha/Con/Dex/Wis
10) Cha/Con/Dex/Wis
15) Cha/Con/Dex/Wis
20) Cha/Dex/Int/Str

Skills:
Perception (Expert)
Medicine (P) (Trained)
Occultism (P) (Trained)
Deception (F) Expert
Diplomacy (Legendary)
Society (A) (Trained)
Stealth (Master)
Acrobatics (Master)

Skill increases:
3: Diplomacy
5: Stealth
7: Acrobatics
9: Diplomacy
11: Society
13: Acrobatics
15: Diplomacy
17: Stealth
19: Society

I focused on diplomacy, cause face and the angelic language stuff from being an Aasimar seemed to mesh nice with that. And Acrobatics to give Angel an escape route, since I think he will need to be relatively near combat. Otherwise his main contribution will be buffing Cord and cantrip attacks.

feats:

Skill Feats:
1: Multilingual (Orcish)
2: Encouraging Words
4: Bon Mot
5: Multilingual (Elvish)
6: Quiet Allies
8: Fanes Escape
10: Shameless Request
12: Holistic Care
14: Aerobatics Mastery
16: Kip Up
18: Foil Senses
20: Swift Sneak

General Feats:
3: Toughness
7: Ancestral Paragon
11: Incredible initiative
15: Incredible Investiture
19: Diehard

Ancestry Feats:
5) Angelkin
7) Halfling Luck
9) Celestial Wings
13) Truespeech
17) Eternal Wings

Summoner Feats:
1: Advanced Weaponry (Trip)
2: Steed form
4: Dual Studies (Athletics and Deception)
6: Eidolon’s Opportunity
8: Hulking Size
10: Weighty Impact
12: Towering Size
14: Resilient Shell
16: Trample
18: Effortless Concentration
20: Eternal Boost

spells:

I know you lose your lower slots and spells known as you gain higher ones, I've included the spells I'd likely take at each level, hence there is so much overlap. My goal was to try and have access to at least 2 out of 3 of a buff, debuff/save or suck and a blast. Overall I think I did pretty well.

Focus Spells: Evolution Surge

Spells:
Cantrips) Haunting Hymn, Telekinetic Projectile, Protect Companion, Shield, Message, Boost eidolon
1) Bless, Magic Weapon
2) Calm Emotion, False Life
3) Vampiric Touch, Haste
4) Phantasmal Killer, Heroism
5) Synaesthesia, Dimension Door
6) Vampiric Exsanguination, Heroism
7) Reverse Gravity, Haste
8) Spirit Song, Maze
9) Prismatic Shield, Heroism

phantom stuff:

Name: Cord
Ancestry: Phantom (Formerly Half Orc)
Background: Lost Loved ones
Class: Devotion Phantom
Languages: Orcish
Stats:
Cha: 10 (12)
Int: 10 (14)
Wis: 10 (18)
Con: 16 (20)
Str: 18 (24)
Dex: 14 (18)

Skills: Same as the summoner + Athletics Expert, -Deception
Athletics (31)
Ability Boosts:
5: Str, Con, Wis, Dex,
9: Str, Con, Wis, Dex
13: Str, Con, Wis, Int
17: Str, Wis, Int, Cha
Evolutions:
1: Advanced Weaponry (Trip)
2: Steed form
6: Eidolon’s Opportunity
8: Hulking Size
10: Weighty Impact
12: Towering Size
14: Resilient Shell
16: Trample
AC:
1: 15
11: 28
17: 35
19: 39

Weapon:
Hammer Arm - 1D8 blugeoning + Trip + Grapple + Shove (Lv10)
Punch – 1D6 + Agile/Finesse

[spoiler=actions and strikes by level]

A Note here. I don't usually include items, but I was also using this to learn how martial damage math ramps up and I found without the handraps, you really didn't get a useful picture of the math, so included them for my own understanding

Handwraps progression:
Mighty Blows (lv2)
Mighty Blows +1 Striking (lv4)
Mighty Blows +2 Striking (lv10)
Mighty Blows +2 Greater Striking (lv12)
Mighty Blows +3 Greater Striking (lv16)
Mighty Blows +3 Major Striking (lv19)

Strike
LV1: +7 (1D8 + 4) +Trip/Grapple) Secondary +3 (1D6+4)
LV5: +14 (2D8 + 4) +Trip/Grapple) Secondary +10 (2D6+4)
LV7: +16 (2D8 + 6) +Trip/Grapple) Secondary +12 (2D6+6)
LV9: +19 (2D8 + 7) +Trip/Grapple) Secondary +15 (2D6+7)
LV12: +23 (3D8 + 7) +Trip/Grapple) Secondary +19 (3D6+7)
LV13: +26 (3D8 + 8) +Trip/Grapple/Shove) Secondary +22 (3D6+8)
LV15: +28 (3D8 + 11) +Trip/Grapple/Shove) Secondary +24 (3D6+11)
LV16: +30 (3D8 + 11) +Trip/Grapple/Shove) Secondary +26 (3D6+11)
LV17: +33 (3D8 + 13) +Trip/Grapple/Shove) Secondary +29 (3D6+13)
LV19: +35 (4D8 + 13) +Trip/Grapple/Shove) Secondary +31 (4D6+13)

Saves:
Fortitude: Expert (LV11: Master) Successes are critical successes)
Reflex: Trained (LV9: Expert)
Will: Expert (LV15: Master) Successes are critical successes)
Actions:

Strike (1 action) See above)
Stride 25ft (1 action)
LV16: Trample 50ft line, secondary attack (3-4d6+11-13) (3 actions) (DC 35-42)

Reaction:
Dutiful Retaliation (within 15 feet of Angel, when Angel is struck)
LV6 Attack of Opportunity reach 5ft (10ft at level 8, 15ft at level 12)
Abilities:
LV7 Steadfast devotion (+2 on mind effecting effect, success becomes critical success)
LV17 Devotion Order (Choose to reduce ally damage by 5 in 20ft aura, summoner takes 2)

[/spoiler]


I ask because I've been studying the Eidolon rules.

I know there are ways to increase the size of the Eidolon and boost Eidolon refers to doing more damage if you happen to have a way to increase the number of damage dice you role.

But I can't see anywhere in the rules for Eidolon that one might acquire extra damage dice except the Anger Phantoms Furious strike. I figured it'd be weird if that was the only place the Eidolon boost damage dice bonus applied.

But I can't see anywhere else to get more damage dice, the size increasing feats (hulking and towering) don't mention it, they just mention reach. But I know if PF1 size did effect dice so I'm wondering if its something the game assumes you know.

So, does size effect damage dice?


Hey its me back again, I've been building characters to learn to system, started with a Sorcerer, now I'm onto a Oracle.

Next I think I'll do a Druid or a Summoner to lean away from spontaneous casters. I know I should probably do a martial but they just don't tend to spark my interest very much. (Also as an aside, is it more, or does the druid have insane feats and focus spells jeez)

Anyway, to the build, I went with a bone oracle who worships pharasma, to create a big of character conflict, she's anti undead, but her powers lean very necromantic. I've tried to build her towards a support/utility caster with enough blasts to get by, focusing especially on the spells that give hit points cause bone seems like it'll need that. Also a face, cause why not?

Ancestry: Human
Background: Lost Loved One
Class: Oracle of the bones
Languages: Common, Elven, Dwarfish, Infernal.
Stats:
Cha: 18 (22)
Int: 10 (12)
Wis: 14 (20)
Con: 14 (20)
Str: 10 (10)
Dex: 12 (18)

skills and feats:

Skills:
Society (B)
Genealogy Lore (B)
Religion [C]
Medicine (R)
Stealth [C]
Diplomacy [C]
Deception [C]

Skill increases:
2) Diplomacy (Expert)
5) Religion (Expert)
7) Medicine (Expert)
9) Religion (Master)
11) Medicine (Master)
13) Diplomacy (Master)
15) Religion (Legendary)
17) Stealth (Expert)
19) Medicine (Legendary)

Skill Feats:
1: Multilingual (background)
2: Bon Mot
4: Encouraging Words
6: Battle Medicine
8: Evangelize
10: Consult Spirits
12: Advanced first aid
14: Shameless Request
16: Divine Guidance
18: Fane’s Escape
20: Legendary Medic

Oracle Feats:
2: Reach Spell
4: Vision of Weakness
6: Steady spellcasting
8: Debilitating Dichotomy
10: Quickened Casting
12: Necromancer’s Visage
14: Forestall Curse
16: Greater Revelation
18: Divine Effusion
20: Oracular Providence

General Feats:
3: Toughness
7: Diehard
11: Incredible initiative
15: Incredible investiture
19: Fleet

Ancestry Feats:
5: Co-operative nature
9: Group Aid
13: Bounce back
17: Heroic Presence

spells:

Focus Spells: Soul Siphon, Vision of weakness, Debilitating Dichotomy, Armour of Bones
Spells:
Cantrips) Chilltouch (R), Guidance, Haunting Hymn, Forbidding Ward, Light, Message
1) Heal (S), Command, Mending
2) Bonespray (S), Darkvision, Faerie Fire
3) Vampiric Touch (S), Comprehend Language, Fear
4) Air Walk, Bloodspray Curse (S), Freedom of Movement
5) Drop Dead, Healing Well (S), Wall of flesh
6) Heroism, Vampiric Exsanguination (S), Raise Dead
7) Ethereal Jaunt, Plane Shift, Divine Vessel (S)
8) Harm (S), Canticle of everlasting grief, Spiritual Epidemic
9) Foresight, Wail of the Banshee (S), Crusade
10) Miracle, Revival


My fave classes in pf1 one were Sorc > Witch > Oracle > Spiritualist > Druid

As I’ve been getting familiar with pf2 I’ve found myself pleased with how some of these classes less so others (witch ) but I’ve not been able to find anything that feels like it provides what the spiritualist did.

What would y’all say was the closest one could get? I don’t necessarily mean just having a ghost friend (though that would be nice) but the sort of haunted aspect of the character with aura buffs and semi supporting spell list.


So I’ve been looking into character creation with a view to maybe introduce pf2 to some 5e players I know, and I thought I understood spell save DC but now I’m looking at the monster manual and I think I must be getting it wrong.

I though it was 10 + ability mod + prof

So it pretty much caps out at 25, 10 + 8 (legendary) + 7 from ability score (starting at 18 putting all your level ups into an appropriate apex item)

But now I’m looking at the monster manual and by cr15 creatures seem to have all three bonuses to save at the 20-30+ range? Most upwards of 23 even on their low save.

Which would mean targeting their week saves they’d have to roll only a 2 to pass and a 12 to critically succeed. Targeting some of their good saves they’d critically succeed on a 5.

I know you can do things like demoralise to lower it by 1 or so before you cast but even so, it seems very hard to get a creature to fail a save, even against your strongest spells. Even if they’re 5 cr below your level towards the late game.

So what am I missing? Do spells just stop working after a while or have I got how saves work wrong?


I've decided after several years of ignoring it to try learning pf2 and my preferred way to that is to build characters within the system. It raises so many questions you're forced to research the answers to, to understand what you're doing.

I'm gonna put spells and feats in spoilers to spoilers to not make the post super long.

You might finds a couple flavour notes I left dotted around but I'm just building the backstory as I build the character so feel free to ignore that.

I was going for a triply magical gnomish Draconic blaster dude. Drawing illusions and enchantments from his fay ancestry. His family having had a run in with a green dragon decades ago, but the element of the dragon in his heritage changing to blue as he was born on the night of a giant storm. Which I tried to reflect in spell and feat selection without sacrificing too much viability.

So my question is, am I making some obvious mistakes, missing some big mistakes, or am I generally going in the right direction?

Name: Finick
Ancestry: Gnome
Background: Musical Prodigy (son of a silk merchant)
Class: Sorcerer (Draconic, Blue)
Languages: Common, Gnomish, Sylvan, Draconic.
Stats:
Cha: 18 (22)
Int: 12 (18)
Wis: 10 (16)
Con: 14 (18)
Str: 8 (10)
Dex: 16 (20)

Skills:
Stealth (Trained)
Diplomacy (Trained)
Perception (Expert)
Performance (Master) (Background)
Music Lore (trained) (Background)
Arcana (Trained) (Bloodline)
Intimidation (Legend) (Bloodline)
Deception (Master)

feats:

Skill Feats:
2) Group Coercion
4) Lasting Coercion
6) Lie to Me
8) Recognize Spell
10) Distracting Performance
12) Distracting Flattery
14) Analyze Idiolect
16) Battle Cry
18) Double Speak
20) Scare to Death

Sorcerer Feats:
2) Dangerous Sorcery
4) Arcane Evolution (Stealth + Silken Tapestry he weaves spells into)
6) Advance Bloodline
8) Bloodline Resistance
10) Greater Bloodline
12) Quickened Casting
14) Overwhelming Energy
16) Greater Mental Evolution
18) Effortless Concentration
20) Bloodline Perfection

General Feats:
1) Virtuosic Performer, Singing (background)
3) Incredible Initiative
7) Untrained Improvisation
11) Keen Follower
15) Terrifying Resistance
19) Incredible Investiture
Ancestry Feats:
1) Illusion sense
5) Intuitive Illusions
9) Life Leap
13) Project Persona
17) Homeward Bound

Skill increases:
2) Deception (Trained)
5) Intimidation (Expert)
7) Intimidation (Master)
9) Performance (Expert)
11) Deception (Expert)
13) Perception (Master)
15) Intimidation (Legendary)
17) Deception (Master)
19) Performance (Master)

spells:

Focus Spells: Dragon Claws, Dragon Breath, Dragon Wings

Spells:
Cantrips) Shield (B) Electric Arc, Telekinetic Projectile, Message, Detect Magic.
1) True Strike (B), Feather Fall, Magic Missile(S), Unseen Servant, Illusory object (GME)
2) Resist Energy (B)(S), Blur, Mirror Image, See Invisibility, False Life (GME)
3) Haste (B), Lightning Bolt (S), Paralyze, Invisibility Sphere, Hypnotic patter (GME)
4) Spell Immunity (B), Dimension Door, Resilient Sphere, Confusion (S), Veil (GME)
5) Chromatic Wall (B), Etheric shards, Sending, Wall of Stone, Banishment (GME)
6) Dragon Form (B), Chain Lightning (S), Teleport, Dominate, Mislead (GME)
7) Mask of Terror (B)(S), Contingency, Force Cage, Spell Turning, Plane Shift (GME)
8) Prismatic Wall (B), Maze, Falling sky, Scintillating Pattern, Burning Blossoms (GME)
9) Overwhelming Presence (B), Resplendent Mansion, foresight, Telepathic Demand, Massacre (GME)
10) Wish, Time Stop

B is from bloodline
S is signature
GME is greater mental evolution


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Hey! I'm very late to the party lol, but I think Omadura seems like a fun class, it kind of feels like a divine bard that's a bit fighty.

So I (obviously) love Pharasma and decided to do a Pharasma one and just saw where it would take me and this is where I end up.

This is where I ended up.

Class: Omadura
Race: Human

Cha: 20 (2)
Int: 12
Wis: 10
Str: 10
Con: 14 (1)
Dex: 18 (2)

God, Pharasma

Traits:
Fates favoured
Fencer

Feat:
1) Weapon Finesse
1) Weapon Focus (dagger)
3) Point blank shot
5) Startoss Style
7) Quick Draw
9) Startoss Comet
11) Deific Obedience
13) Quicken Spell
15) Extended Spell
17) Startoss Shower
19) Steadfast Personality

Inside you will find the final spell list.

Now the theory is primary function will be as a buffer, with secondary functions being a fighter/offensive caster. With the ability to fight in melee or ideally throwing daggers (cause Pharasma) from range. Also stylistically I wanted to lean into being a cloth wearing character, so I figured it'd go chain shirt, into mithril, into eventual bracers of armour. Hence dex based.

Spoiler:
Spells:

0) Read Magic, Create Water, Daze, Acid Splash, Detect Magic, Enhanced Diplomacy

1st) Cure Light Wounds, Protection from Evil, Divine Favour, Obscuring Mist, shadow trap, Stone shield, Disguise Self

2nd) Cure Moderate Wounds, Invisibility, Lesser Restoration, Burst of Radiance, Blistering Invective, Hold Person, Spiritual Weapon

3rd) Cure Serious Wounds, Dispel Magic, Resist Energy Communal, Magic Circle Against Evil, Heroism, Litany of Entanglement, Vision of hell

4th) Cure Critical Wounds, Aura of Doom, Blessings of fervour, Divine Power, Hold Monster, Litany of escape, Invisibility Greater

5th) Cure light wounds mass, Flame Strike, True Seeing, Breath of life, Air Walk Communal, Plane Shift

6th) Cure moderate wounds mass, Cold Ice Strike, Heal, Dispel Magic Greater, Overwhelming Presence, Roaming Pit

Inside you will find backstory in case you give a s$+*.

Spoiler:

I'm stuck on the name, I've not got there yet but aside from that I have a pretty clear idea.

She grew up in a family devoted to the church of Pharasma and from an early age showed signs of being one of pharasma's chosen. Whippoorwill would often be sighted near her and sometimes even land on her body. (hence fates favoured).

Showing an aptitude for curative magic she was taken to be privately tutored by the sisters of their nearest temple to Pharasma, where she would be tutored in the arts of fortune-telling, midwifery and dressing the dead.

As an adolescent, she started to receive visions of the 'Those Who Remain' in her dreams. which is when her training took a turn for the military (hence fencer). Teaching her knife play and to turn her magic towards combat means and routing out followers of the gods of the outer sphere.

Now as a fully realised Omadura, she feels driven to route out those followers, but she often regrets her life taking such a strong turn towards violence. She yearns for the days of playing with the whippoorwill and being taught the art of fortune-telling. To this day she still collects Tarot Cards decks and sometimes paints her own, with limited success.

What's exciting about this character to me at least is its utility as a buffer, its invocation Aura's are great combat buffs, especially once they get access to blessings of fervour to work in random.

On top of which they get great cleric utility spells, (their spell list, in general, is really lit), being able to combine offensive castings of litany's with useful out of combat spells like disguise self, resist the energy and eventually, communal airwalk, not to mention it can do all this whilst playing a grat face roll.

Also, I'd like to mention a high level stand out is Greater Invocation purify, equating to a +5 to all your parties saves, all day. That's massive at high levels.

Here is the level 5 plan. For proof of concept.

Spoiler:

T1)
Action: Invoke Justice

T2)
Action: Spiritual Weapon/Blistering Invective/Hold Person/Burst of Radiance

T3)
Action: Shadow Trap/Attack +9 (1D4+4) (assuming a +1 weapon)

Here is the level 12 plan.

Spoiler:

Precast Heroism.

T1)
Action: Blessings of Fervour
Move: Invoke Destruction & Justice
Swift: Divine Might

T2)
Swift: Litany of Entangling
Action: Vision of Hell/Hold Person/Attack +26/+26/21 (1D4 + 14) (assuming a +3 weapon, blink belt, +4 Dex belt, 4 Charisma band and +2 dex from level)
Move: As required.

Here is the level 20 plan.

Spoiler:

Pre Cast Heroism.

T1:
Action: Blessings of Fervour
Swift: Improved Invocation (Destruction, Justice)
Move: As required

T2:
Swift: Divine Might
Action: 38/38/33/28 (1D4 + 35)
Move: As required

T3:
Swift: Quickened Divine Favour
Action: 42/42/37/32 (1D4 + 39)
Move: As required

Or

T1:
Action: Blessings of Fervour/Roaming Pit/Overwhelming Presence/Hold Monster
Swift: Improved Invocation (Destruction, Justice)
Move: As required

T2:
Swift: Cold Ice Strike/Litany of Entanglement
Action: Flame Strike/Aura of Doom/Heal
Move: Move/Roaming Pit

T3:
Swift: Cold Ice Strike/Litany of Entanglement
Action: Flame Strike/Aura of Doom/Heal
Move: Move/Roaming Pit


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For me it’s the Eldest. Demon Lords, Archfiends, Great old ones and Empyreal Lords got stats (some of them did anyway).

I truly wish the Eldest had got the same treatment, figures like Magdh, the lantern king and the green mother fascinated me. I wish we got to know more about them before the end.


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I just thought it'd be nice for people to have a thread where they could post character concepts they're proud of.

I have made roughly 35 characters all of them have rough storylines and personalities, that mostly get fleshed out when they get played.

But 7 or 8 of them are special, some I have had the opportunity to play, some of them I sadly have not. But I enjoy imagining what It'd be like to play them. Putting them in exciting moments imagining how it would feel to get to be those characters.

So for now, I thought I'd post a couple of them, see how people respond, my hope being that people will post there own character concepts they're particularly proud of and then people can talk about what they think is cool about said concepts and people can react to one another. I realise I am now just describing fantasising about having a conversation. LOL.

Anyway for now I'll just post a couple of the concepts I'm proud of and see how that goes.

Zeg Fagin

Spoiler:

Zeg is a ratfolk inspired blade swashbuckler 1/ Lamplighter investigator x.

Mechanically generic in so far as he is just a dex fencing style character with a lot of knowledge skills.

But thematically he is one of my stars. So I heard a story, during my degree, that Charles dickens went to the work house (briefly) when he was very young, and a jewish boy named fagin.

Then, when he wrote Oliver Twist, he wrote about an antagonistic character named Fagin, the old jew, who kept little boys and made them steal for him. I found this fascinating and want to know why he decided to name a cruel character after someone he credits with being a decent person.

Anyway I decided to make Zeg what I imagine a decent version of Fagin could be. As such he is a worshipper of Milani, protector of the oppressed who inspires uprisings.

I imagine him travelling the streets of oppressed and impoverished areas at night, with his lantern, finding anyone who oppressed, but particularly children and looking out for them, protecting them and bringing them together.

He would have a rat familiar which would eventually leave him, in the day whilst he slept, only to return in the shape of Azata, Lyrakien (improved familiar), sent by milani to aid him in his mission.

I chose a rat for him, because I envision him travelling a Victorian London like environment, overpopulated, un-hygienic, with little value placed on human life, especially the lives of the poor. And a rat makes perfect sense in that environment, I envision him being considered a second class citizen, probably dirty, and using that to his advantage. To pass unnoticed and unseen.

Petrichor

Spoiler:

Petrichor is a Astomoi psychic of the tranquillity discipline.

I imagine some of you have already seen me talking about Petrichor on this site as he is the most recent addition to my collection. I shy'd away from making a psychic Astomoi for the longest time because it felt like the antithesis of creativity. I have a kind of barrier against doing particularly well matched class/race combos, elf wizards and dwarf clerics for example. In reality though I don't think that is a particularly sensible blockage so I decided to get over it.

The idea with Petrichor is that, he grew up knowing his small perspective on the world, aware that he wouldn't ever see the true picture and endeavouring therefore to keep his mind as wide open as possible.

Desperate to go on an adventure, but afraid to go into a world, where everything else can see he him coming before he sees them. That was until he was visited in a dream by Desna and a beautiful black butterfly which he named moonbeam. They showed him the moon and the night sky, which he had never seen before.

Moonbeam in turn joins him, in the real world, as a familiar and he begins his adventure, before too long moonbeam expires and returns to his dreams, only now the prodigious powers of his mind materialise moonbeam again (figment familiar archetype).

At this point he begins his worship of Desna in earnest and considers himself a priest, travelling the countryside and using his powers of enchantment to bring peace and calm to those on the road and in the settlements he comes across, people who he would consider, in need. Sometimes getting it wrong, as he learns how other people's minds work and people's perspective's differ from his own.

I figured being an Astomoi, it would be stupid to ignore how his experience of the world is completely different to most other races. I have been using he, for ease, but he has no biological sex. He can't see in colour without using the "share senses spell". He can rarely see more than whats right in front of him. He doesn't eat or drink, or speak. He just connects with people and inhales the world, thats where his name comes from too. It made sense to be named after a smell. (not my idea)

So I decided to lean into that and go with the naive and innocent explorer seeing the world (literally) through others eyes, for the first time. Doing his best to learn and help people and be good.


So I have an idea for a character that wants to do the whole figment familiar imaginary friend thing.

But the only way that character can realistically get a familiar is through familiar bond and its improved brother.

Familiar bond does not allow access to a tone of features, so I don't think they can traded away for the figment archetype. meaning it can't be a figment until I get improved bond.

How would you logic a butterfly that is real, becoming a figment all of a sudden?


I have an idea for a cool Astomoi character, the travels around in a full length, raggedy coat with a hood. They would worship Desna, and would enjoy travelling the world being a little bit of distant guardian Angel type person.

It occurred to me that the power to speak to anyone telepathically from 100 ft away really would allow a person to just give people a little positive nudge every now and then without having to introduce yourself. Be the good Samaritan.

Someone about to step into a busy road? just whisper watch out for the rode.
See someone struggling? whisper you can do it
Being pick pocketed? check your pockets
being followed? look behind you
See a traveller on the road looking thirsty? plant the idea of where a nearby water source is

I really like that idea :) and I was thinking of making them a Traquility Dicipline Psychic so she could act as a kind of leveller for the party in times of stress. Like a pillar they can lean on.

Only trouble is, I can't think of a name!

For one thing, I think unless I'm mistaken, that they're genderless?


What do you guys think of them?

Are there any that stand out as too strong/weak?

Do you not think they’re pointless and unattainable or fun to fantasise about?

Anyone got the chance to use any of them yet?

I have to say some of them seem potentially fun on some builds.

I particularly like the Sorc (not for all bloodlines but some of their capstones are hot garbage) and the Spiritualist one seems great. Opens up a lot of builds and things.

What do you guys think? I’ve not seen much chatter about them, so I must assume not much.


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So within the relatively new book, heroes of Golarion there is a focus on Mythic abilities for Occult classes (yay)

But I’m wondering about something, is there any notation addressing the fact that for example in the case of the archmage occult classes can’t use any archmage arcana? They require arcane spell casting to function.

The psychic is pretty clearly meant to be an archmage.

The Spiritualist seems to be intended to be a Hierophant, but has no ability to use any divine surge.

This is a pretty consistent issue across the occult classes and a large chunk of the power of a Mythic character, especially early Mythic.

So is there any note in the book that I’m missing for how this should work?


Hey guys so I’m making some defensive casting plans and I hit upon something of a rules conundrum.

So in the past I’ve ran casters with emergency force sphere

And also contingency mirror image, with the trigger of, when an attack roll is made against me.

I’ve now designed a character that would be potentially running several slightly tweaked layers.

Contingency resilient sphere would already be in effect with the trigger, when an attack would otherwise connect with the casters body.

Extended Overland flight would be pre cast

When combat starts, if I am feeling the need to play defensive

Cast mirror image

Move action ascend into the air away from combat

This way in theory if an attack bypasses the mirror images, and only in that circumstance, a resilient sphere would be contingency cast.

In which case on my following turn I use wild arcana to cast Move through space, so I can hop back out of the sphere and still be able to use my standard action.

So im layering a contingency resilient sphere to activate when an attack bypasses my mirror images.

Do you see any reason why this would not work?


Okay so I have a few questions about interactions between these two spells.

1) Can you use Shadow Evocation Greater to cast Contingency? I'm pretty sure this is a yes, as I can't see why not. Although of course you would still need the material component.

2) Can you use Shadow Evocation to cast spells to use in a contingency? For instance, Cleanse.

This one is a bit more complex, for two reasons.

A) Shadow Evocation Greater is level 8, Contingency is capped at 6th level spells, however, the spell that Shadow Evocation is being used to replicate is level 5.

B) Shadow Evocation Greater doesn't just target yourself which Contingency spells should do. But! Cleanse, the spell it is casting, again can target yourself!

In conclusion, I think 1 is a yes and 2 is a no.

But I keep going back and forth so I need help!

Help me you wise wise people!


So the Shabti race fascinates me, it has fascinated me for yeas and I've always wanted to use one to make a character.

Today my living room is being torn apart, my boyfriend is in Greece and I have the day off work. Today is the day I make a Shabti!

Now enough about me!

Concerning the Shabti, due to their nature as something of a departed soul, back from the other side, I thought it made sense to give him some innate powers, as if its something they didn't have to work on. Rather something that is being carried over from the other side.

To that end I thought magic made the most sense and I've been looking at three class ideas.

An Ancestor Oracle - This would be the most martial/combat way to go with the character, potentially going with a warrior prince vibe. Aiming for a character arc that starts with a charming warrior vibe and builds his arc towards slowly becoming more mystic and cerebral and discovering his past and what the implication of said past are.

Mechanically I think this character would be a bit clunky, I like the idea of conjuring a signature weapon and divine buff spells are very nice, but I think he'd be very standard action hungry. Ancestral Weapon + Blood of Heroes + Divine Favour is a nice combo of buffs. And a horrible combination of actions.
Perhaps a martial reach weapon would be the way to go as a result. Aesthetically a ranseur is pretty cool.

A Vestige Sorcerer - This leans more into the divination and knowledge style character which I think is very cool in general and is a theme I enjoy. I like the bonded Object thing, the idea of an ancient empire's magical staff is cool. This guy would be a pretty passive, sage type character, knowledge based diviner. I'm not sure what I'd want to do with the spell list, but this is the best sell list, I'm sure I can find something fun to do with it.

Rebirth Psychic - This again goes more towards the knowledge based character but lies more in memory than the sorc. Which I think makes a little bit more sense from the lore of the Shabti. This would be less of a sage that the above character, and more of an intelligent sort of apex person, struggling with memories slowly flooding back into his head.

Also Mnemonic Esoterica is f@%&ing AMAZING if I'm reading it right. Cherry picking one spell a day from the wizard or cleric list would be amazing. Although I do believe I'd have to choose the list I pick from and stick with it. Again I don't know what direction I'd go with the spell list but I think I'd be leaning to a buffer/debuffer that much I can say for sure.

Also outside 4th horse is the spiritualist, which I think would make sense with the class but I've made 3 already and I'm unsure where to go with it to make a special shabti one.


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I'm sure similar threads have existed in the past but I'm just interested to promote some conversation.

So which class do you think is better than it gets credit for on these boards and in pathfinder in general?

In my opinion its the spiritualist and I think I know why its reception was less than enthusiastic on the boards. So first I'll outline why I think that was.

First of all they were released in the controversial Occult adventures book. Which had a whole host of other problems. For one many were hoping for something like the psionics of 3.5 which they didn't get so that damaged all casters to a certain extent. I've also seen it expressed that by many on these boards that Occult classes are brokenly powerful or brokenly weak depending on who you ask. My opinion being that they were slightly under-tuned on release but to no great extent. Many also felt that the flavour of of occult adventures didn't fit their idea of DnD fantasy. So already its facing challenges. The on top of that you have to pile on its one of the less different classes in the book. The psychic is a new 9th level caster, which is always going to peak interest. The Kineticist offers a whole other type of class to the rest of the game. The medium brought all its own controversy and the Occultist brought a whole new way to learn spells.

Next to all that it was easy to dismiss the spiritualist as just another pet class. And then it encounters a whole host of problems all its own, outside the book it came with.

-Of all the major pet classes, it comes with the weakest pet in terms of combat ability.
-It occupies the position of a level 6th caster with three quarters BAB, generally considered Pathfinder's sweet spot and as such afforded a whole host of competition.
-No bonus feats
-No obvious boosts to spell casting

The sum total of its parts at first glance is a class that isn't going to have a great pet, isn't going to be great in melee and isn't going to be one of the best casters offensively or defensively.

Its not obviously good at anything.

So that is why I think it ended up with the reception it did.

After looking into it a little further I think its actually a really fun class.

First of all its a wisdom based caster, so it gets all the skill and save based benefits that come with that. Along with class features like shared consciousness and later empowerment's of the ability I feel confident saying the spiritualist is one of, if not the best ways to circumvent mind effecting events.

On top of which your bonded senses and ethereal form grants you an incredibly powerful scout, even in the earliest levels. Easily better than other pet classes.

In terms of casting the spell list is weird and thematic, but in the end it feels to me like a cleric and a magus hybrid, it gets some fun offensive abilities, a lot of utility and some medical casting. To name a few highlights spells on one of my two spiritualists lists. Expeditious Retreat, protection from evil, invisibility, see invisibility, spiritual weapon, heroism, haste, fly, dispel magic, dimension door, freedom of movement, plane shift, breath of life and heal.

A spiritualist isn't going to be a great blaster, they aren't going to be a great healer, but they're jam packed with utility, buffs and useful offensive casting I don't think anyone would turn their nose up at.

And then we get to bonded manifestation, which allows you to have access to the skill focuses of your phantom (so whilst you're no skill monkey, you're probably the best at what you chose to be). You can choose between providing shield AC bonuses to a class that's best weapon is two handed and eventually getting free attacks on a swift action and extra limbs. With ectoplasmic form. Or becoming a defensive utility machine with flight, concealment, ghost touch and yet more bonuses to will saves.

On top of this you get the fun thematic features for detecting undead and seeing the invisible and calming emotions. That in my opinion allow you to play with necromancy in a rather new way. You can be indifferent, in favour or opposed but however way you chose, you're fighting the dead with the dead. Its kind of a blade vibe in that sense.

Then last and probably best of all, you get the aura's. Thanks to spiritual interference and its greater cousin your phantom becomes a constant beacon of buffs to your allies. Then add on the aura your phantom gets from level 7 and this thing is just becomes a beacon of passive buffs.

In conclusion, whilst the spiritualist doesn't have too much in the way of customisation besides its spell list and its emotion of choice. And as such doesn't support super duper zainy builds, it is what I would call lean, and lean for a reason. What you can build isn't going to be super weird, and it isn't going to be the most powerful build you ever imagined. But what you will get will work and it will work well, they can pull there weight in combat, provide utility out of combat and be a spooky scoobydoo light house beacon of buffs for your allies.

Also whilst maintaining a cohesive theme. I think they're great and if they'd had an independent release as a divine or arcane caster, similar to the magus or the shifter (in terms of independant release). I think its reception would be much stronger.

tl/dr: I think spiritualists are great and don't get enough credit. Which class do you think deserves more love?


So I saw a thread about what was the most cliche party you can think of.

So a little twist on that. If you were to make a party based on characters you have played and or built or theory crafted how far from the classic cliche can you still get?

Rules:
1) use characters you’ve played or made,
2) you must be happy to play this party and believe it would be functional
3) use between 3 and 5 PCs

Now without further ado here is mine.

PC1: A Kasatha unchained monk, focused on Dex and Wis to boost AC, building towards Snake Fang to attack anyone that misses him. Which is most people. Functions as the main melee threat for the party, a seriously mobile and hardy one.

PC2: A Ghoran sorcerer who eventually dips Swashbuckler and goes into Eldritch Knight. Filling the role of face, and the main arcane caster, who at higher levels becomes a dangerous melee fighter leveraging beast shape to turn into small and eventually tiny magical creatures with hands to fence with. He still just about reaches 9th Level casting so I consider him upto the task. His spell list being mostly nature based control/blast spells and buffs.

PC3: A samsaran spellscar Oracle, who can cover all the curative things you want from a divine. But their main gig is braking things (including magic) with their mystery and especially debuffing people through the dispelling feats and using Mythic past lives to pick up Druid control spells. Almost no offence ability whatsoever.

PC4: A ratfolk lamplighter investigator with a swashbuckler dip, who went down the deific obedience route and an Azata familiar. Built for skill monkeying, being another secondary melee fighter and providing supportive magic.

PC5: A mindwyrm Mesmerist Grippli who rides a peacock mauler familiar, they’re debuff bots built around intimidate, they don’t do much damage on their own although he does become a passable enchanter. His main thing is being a scary debuff machine and his peacock provides flanking. Powerfully debuffing foes to make them more squishy.

Also. For the record, I have made 16 characters using core races lol.


Okay so I like the idea of familiars but I don't think I really know how to take full advantage. I see people in threads sometimes talking about all the wonderful things they did with there familiar.

When considering familiars I see people suggesting reasons for or against them I wouldn't even consider.

So with that said. I have a couple characters with familiars.

An Azata, Lyrakien who helps out an Investigator chappy.
and
A Tidepool Dragon who hands out with a Watersinger bard.

What would you guys think, "oh how wonderful, I could do X,Y and Z" with those, that I might not even consider.


Hey guys, so love Ooze morph and did a build and character story for one ages ago but the conversation around it At the time was it’s broken and why bother so I never managed to clarify the questions I had.

So we are going to use a level 15 template because everything we need to know is online at that point.

So my guy for backstory reasons ends up with an Elven curved blade proficiency but is a strength build, for simplicity and arguments sake and ease we will be saying he has 20STR and a +5 weapon. Ignore standard assumptions I’m just doing it all for arguments sake. The only feat he has that matters is multiattack

So first, standard combat style is to speak he is using the alter self function of fluidic body to take the form of an elf, a medium sized humanoid providing a +2 strength bonus.

Morphic Weaponry at this stage provides 4 natural attacks, so his attack sequence as I understand it is

26/21/16 (1D10+14/18-20x2), 4 Morphic Weapons +19 (1D6+3)

I think I have that right but need it confirming.

Now say he becomes a troll with giant form one. As I understand he gains a +6 to strength instead of plus 2 so now 26 and the blade becomes a 2D6 weapon. Meaning we get the below

28/23/18 (2D6+17/18-20x2)

Now assuming I’m right so far I am confused at this point, morphic weapons don’t stack with natural weapons.

A troll gets two claws and a bite.

The bite he definitely uses that much I know, but do the two claws mean he only gets one morphic weapon attack, even though he could not use his claw weapons with the sword in his hands or does the fact he cannot use them mean he can grow 3 morphic weapons as he cannot use his claws.

If it’s the former it seems to me the bonuses gained by giant form are out weighed by the loss of several natural attacks or at least it’s a toss up.


I have go to characters I’d like to play depending on the level of a starting campaign I expect other people do too because let’s be real, certain characters are a nightmare to play before a certain level (Ooze Morphs I’m looking at you). And equally certain characters lose their shine at certain levels. I’m wondering if anyone would like to talk about their current(for me it changes like the wind) go too characters for certain levels.

Lv1) I hate starting at this level normally things aren’t online, you’re trying to cobble something together than works, what your character can do isn’t normally particularly exciting and you’re made of paper. My go to is a witch, my preferred flavour is time, basically because hexes are great fun even at level one make you feel magical when the game is at its most mundane.

Lv4) I think at this level characters because a bit more substantial and impressive, they can start to make a name for themselves and builds start to come online. It is at this level I’d pick to play a Watersinger bard (if I can twist the DMs I’d make a Naiad one, I think they fit the archetype better than Undine and are generally cool). They gain access to an ability which allows them to fight with large bodies of water at level 3 and they can control water at level 1. Level 4 is key because they gain access (early access) to Aqueous Orb, meaning they have instant access to enough water to use their other abilities. So on top of being a bard with performances and skills and inspire courage, you have powerful control spells and a cool and unique way of dealing martial damage. You’re basically Moana.

Lv6) the official start level of all ooze morph players that don’t hate themselves. I have an idea in my head of playing a hobgoblins that’s an oozemorph that’s obsessed with elves and pretends he is one whilst keeping his identity as an ooze and a hobgoblin a secret and his shame. So I don’t think it really works till level 6.

Lv7) At this level a build should be well underway and magic is starting to get powerful. I think this is the golden level for Kineticits, they should have precise shot by this level and weapon finesse so they have ranged and melee options with kinetic blade and extended blast range. And because of infusion specialisation you can ignore the burn. You’ve got a composite blast, metakinesis and a buffer to boot incase you want to nova. It’s just such a good level for them. My flavour of choice is water but I think air is probably best because you also get flight.

Lv10) At this level almost all builds have come online and if they’re not careful certain Martials are really starting to lag behind. I was given this chance recently a chose a seer Oracle with time mystery and with the clouded vision curse. I was going for the blind person with foresight trope, this level is particularly good for them because they get blindsense at this level so you get to seem like you know what’s going on and the powers the seer archetype makes you take really work for flavouring further. For build I went mainly into buffing and being a high AC blob that buffed the party with blessings of fervour and bounced around with time hop and played an secondary martial character. It was great fun.

Lv14) I have a polymorph focused Sorc/swash/Eldritch knight build which really gets where it’s going at this level it’s dex focused and leverages beast shape IV to turn into a coral capuchin, they have hands and can speak so he can cast and hold a rapier in that form, he can fly and is tiny with all the bonuses that incurs. And they’re a tiny magical creature so you get a massive dex bonus.

Lv19) The point at which the game becomes completely ridiculous is well past now and thus only a ridiculous character will do, and for me that character is a dragon Oracle. Form of the dragon can at this form allow you to be a dragon for 19 hours a day, on top of which dragon magic let’s you have limited wish as a spell like ability if you take it at this level and do it twice. So component free limited wish as a dragon. It just sounds amazing and with the buffs available to you, you can buff yourself into a dragon that’s terrifying to fight pretty quickly, especially since you’re already in the form of a dragon. And you’re a 9th Level caster with miracle. Just incredible.

This isn’t all the levels it’s just the levels where I think certain characters I’ve made stick out as really amazing. :)

Sorry for the wall, just looking for a chat, haha.


I don’t know about you guys but I know I get a lot of joy from working out characters and builds and such but then never get to play them or at least not most of them anyway so I was wondering, do any of you have a character you never got chance to play that is a dream? The golden character if you will?

I have one and I’m bored, I’d love to chat with people about there’s and mine build will be spoilered below and then the explanation below that.

Spoiler:

Class: Oracle
Race: Samsaran
Cha: 18
Int: 10
Wis: 12
Str: 8
Con: 14
Dex: 12

Traits:
Unnatural Presence
Scorned by Magic
Alternate: Mystic Past Lives (spells marked with a D)

Feats:
1) Noble Scion of War
3) Extra Revelation
5) Spell Penetration
7) Dispel Synergy
9) Dispel Focus
11) Destructive Dispel
13) Quicken Spell
15) Persistent Spell
17) Greater Spell Penetration
19) Greater Dispel Focus

Curse: Wrecker

Mystery:
1) Eldritch Bolt
3) Animate Primal Forces
3) Mystic Null
7) Eldritch Scar
11) Magic Penetration
15) Trigger Primal Magical Event
19) Eldritch Resistance

Spells:
1) Entangle (D), Barbed Chain, Cure Light Wounds, Ray of Enfeeblement, Obscuring Mist, Burning Disarm and Sanctuary.
2) Burst Radiance, Cure Moderate Wounds, Obscure Object, Spiritual Weapon, Bone Shaker, Silence and Restoration Lesser.
3) Aqueous Orb (D), Cure Serious Wounds, Dispel Magic, Thorny Entanglement (D), Prayer and Resist Energy Communal.
4) Blessing of Fervour, Cure Critical Wounds, Lesser Globe of Invulnerability,, Terrible Remorse and Restoration.
5) Air Walk Communal, Cure Light Wounds Mass, Break Enchantment, Raise Dead, Plane Shift and Breath of Life.
6) Dispel Magic Greater, Cure Moderate Wounds Mass, Antimagic Field, Heal and Tar Pool (D).
7) Resurrection, Cure Serious Wounds Mass, Spell Turning, Scrying Greater and Restoration Greater.
8) Rift of Ruin, Cure Critical Wounds Mass, Spell Scar, Reverse Gravity (D) and Nine Lives.
9) Miracle, Mage’s Disjunction, Heal Mass and Create Demiplane Greater

So above is my dream character, she’s a she, her name is a secret for reasons unknown. The idea was to create a walking talking primal magic event. I went Oracle because spellscar Oracle is the easiest way to pop primal magic events all over town and I like charisma based characters.

On top of creating primal magic I wanted her to be able to turn off other people’s magic hence all her feats are geared towards dispelling, and it turns out pretty good too, her caster level is crazy high for dispelling to that should go off, then they have to make a save, assuming they fail, they’re stunned and their saves are lowered and they lost a buff on them. So combat winning bebuff, If they make the save they get double save debuff so a second spell should finish the job.

The Samsaran race is to pick up some nature themed spells, because I think being able to tap into nature magic makes sense for a walking talking primal event. It’s like she’s full of primal life energy.

I was going for an anti magic chaos bubble and I think I love the end product so much because everything figures in so well, even the traits just landed themselves so well.


Hi guys looking for a little help with an Adaptive Shifter I really like this archetype and particularly the idea of Shifter's Rush and Spiked form. I'm aware Shifter's Rush doesn't really work with the Adaptive shifter as they don't technically have normal wildshape but I'm ignoring that for now.

However I'm struggling to build for spiked form because there just doesn't seem to be much support for natural weapons which count as thrown weapons.

With that said my thought process has been to leverage the claws you get with a shifter, shifter's fury to get iterative attacks and their wisdom modifier to make the base none shifted form a decent combatant, using adaptions for boosts and utility alongside Wildshape to Nova.

I should say my PB is 25 and I'm building a Andoird because I like the idea of the nanites shifting and reforming her body to wildshape. I am aware it is a none optimal stat distribution.

The plan so far is as below, the result I think is a serviceable end product, but not a particularly exciting or impressive one.

STR:17 (all level up bonuses)
DEX: 14
CON:14
INT: 12
WIS:14
CHA: 8

Traits:
Alert +2 Perception
Emotionless -4 Sense Motive
Dark Vision and Low Light 60ft.
Constructed
Nanite Surge

Feats
1) Improved Unarmed Strike
3) Power Attack
5) Tiger Style
7) Tiger Claw
9) Shifter's Rush (the plan would be to nova using to transform into a tiger on the charge if I really need something to die)
11) Tiger Pounce
13) Dragon style
15) Point Blank Shot
17) Precise shot
19) Combat Reflexes

Reactive Forms
2: Stretching Form
Adaptive Defence

4: Spiked Form

6: Sky Hunter

8: Durable Form

10: Restoring Form

12: Spiked form

14: Sky Hunter

16: Aligned Adaption

18: Sprinting Form


Continuation of a derail of another thread,

UnArcaneElection wrote:

An awful lot of dystopian agencies and criminal organizations in our world would LOVE to be able to do this.

Exactly how many PC's are representatives of dystopian agencies and real world criminal organisations.

Quote:

And can be made to kill multiple other people.

That is one option.

The only option when one is casting chain lightning, or fireball or simply being a barbarian.

Quote:


Ways exist to make mind control permanent.
Most of them are quite far up the tech trees, but Modify Memory is available as early as 10th or 11th level (depending upon what kind of caster you are), and its shadow Memory Lapse is available as early as 1st level (I could have sworn this used to be 2nd level in 1st Edition AD&D, but still . . .).

and being an enchanter is quite different from permanently enslaving someone.

I'm talking about why mind control automatically raises red flags for people but evocation doesn't when your yourself admit its much easier to do something nasty with evocation than it is with enchanting.

Quote:
As has been pointed out, you can do neutral things with Fireballs and swords as well.

If incinerating your enemies can be neutral I fail to see how having them chop eachother up is any less. And thats basically as bad as it gets.

Getting them to inform on there allies may be maddeningly painful for them, but at the end of the day you've not killed or harmed anyone. You've simply coerced someone magically.

Quote:


At least if you get hit with a Fireball or a sword, you know you've been hurt. If you get hit with Mind Control, you might know, or worse, you might even be compelled to seek out more of it (and in the worst case, even to spread it around).

I don't see how being a transparent murderer is less evil than being a cloaked manipulator.

Making someone in a masochistic self harmer is certainly pretty nasty but that isn't all enchantment has to offer. and frankly not even something that occurs to me when people bring up enchanters.

Is it the first thing that pops into everyone elses head?


Would an enhancement bonus allow one to bypass Dr slashing for example?


My friend is running his very first campaign and I’m about 100 miles away so I can’t really help him too much accept over Facebook.

He also somehow ended up with it being a one shot started at 15. Which is obviously stressful the final boss is a level 18 cleric of Lamashtu and her adult rift dragon friend and he needs help making it.

I’ve never been a fan of clerics myself so never made one, I’ve offered him some advice, like prepping a plane shift to deal with the party wizards maze spell and such. I’ve told him to come to you guys for further advice but I think he’s stressed about time and maybe a bit shy or something so I’m making this thread.

Please come dump your tips for making a level 18 cleric of Lamashtu with the chaos demon sub domain as one of her domains. I believe she’s human.

Thanks everyone!


Okay so I made a shifter, it was horrible I had to multiclass I’m now disappointed in everything I’ve achieved.
It was very dramatic.

So I’ve tried again and instead of trying to be smart I’ve gone for what appeal to me. Namely the stag form. I want to use the gore attack in a charge so I thought perhaps Bulette style would be the way to go.

What I have learned from this is that I have no idea how you make overrun worth while or why one would ever bother... seriously all this whole feat chain seems to achieve is you can charge through someone else to do one normal charge attack to another target and eventually you can do some small negligible damage to the guy you ran over.

So my questions are three fold

1) am I missing something
2) is there a better way to leverage my gore attack and increased mobility with a charge
3) am I right in thinking one could use the claws damage progression for the stags hooves?


Okay so aside from the Shifter there are actually other things in UW and one of them is the Seasons Witch. Which I love, not gonna lie, partially because of the art.
I also thought that the fluff for the autumn witch looked amazing and then I see you get slumber as a bonus hex and a DC bonus to it. ALL GOOD STUFF.

Now to the difficulties!
You also get a +1 to the DC of Acid spells and the The Autumn Patron provides you with a few for your convenience, culminating in Caustic Eruption.

Now to take advantage of this is rather simple to my mind, make a Dazing Caustic Eruption user, would actually be pretty terrifying. With a persistent rod and Spell Perfection. Very nasty. So I initially went with the below build.

Hexes:
1) Evil Eye
1) Slumber
2) Cackle
4) Flight
6) Misfortune
7) Fortune
8) Scar
10) Weather Control
12) Animal Skin
14) Ice Tomb
16) Retribution
18) Death Curse
20) Natural Disaster

Feats:
1) Spell Focus Conjuration (From Overwhelming Magic, Elf Alternate Racial)
1) Augmented Summons
3) Spell Penetration
5) Rime Spell
7) Extra Hex
9) Persistent Spell
11) Split Hex
13) Dazing Spell
15) Spell Perfection Caustic Eruption
17) Greater Spell Focus Conjuration
19) Greater Spell Penetration

I now feel as though although this would probably produce a very powerful character, it seems kinda cookie cutter, was wondering if y'all had any other suggestions for routes I might take.
I don't really want to change my hex selection (you may note I have ignored the Hex and Major hex suggestions made for a thematic autumn witch. This is because they're awful). Although I am happy to add a couple more with extra hex if y'all have some build selections with a couple spare feats knocking around.

Any advice?


Okay so two questions (sorry is that bad form?)

1) Can you take the Extra Investigator Talent feat before level 3?

2) Does you Favored class have to be the one you pick at level 1? I don't think it does since the wording is that your favored class is "typically" the one you take first. Just thought I'd check.


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Okay so I was wondering about the Phantom Blade, and what people do with them, cause I think they're kewl. I came up with a build for one which seemed fairly simple and obvious, was wondering if I'd missed a trick.

From what I can see I feel like concentration checks are the biggest issue this archetype has to deal with until level 12 when they can center themselves as a free action. At level 4 they can do so as a swift but then that conflicts with Ectoplasmic pool and even with the centering it just makes the concentration checks manageable, one can still fail.
So Combat Casting was an obvious pick, I took lunge so that the problem can be circumvented against medium and smaller foes.

Also question, is the dimensional assault line pointless? I'm now worried it overlaps with spell combat. Although I think it probably doesn't?

So this is what I came up with (25pb)

Cha: 8
Int: 10
Wis: 15
Str: 18 (post racial)
Con: 14
Dex: 14

Traits: Nothing sticks out

Feats:
1) Weapon Focus Scimitar
1) Combat Casting
3) Combat Reflexes
3) (Bonus Fighter feat) I can't think of anything that takes advantage of this.
5) Power Attack
7) Improved Initiative
8) Greater Weapon Focus (Bonus Fighter feat)
9) Lunge
11) Extend Spell
13) Critical, Focus
13) Critical, Staggering (Bonus Fighter feat)
15) Dimensional Agility
17) Dimensional Assault
18) Critical, Stunning (Bonus Fighter feat)
19) Dimensional Dervish

Spoiler:

1) Expeditious Retreat, Chill Touch, Protection from Evil, Burst of Adrenaline, Feather Fall, Shield
2) Stricken Heart, Invisibility, See invisibility, Spiritual Weapon, Pilfering Hand, False Life
3) Heroism, Vampiric Touch, Haste, Displacement, Phantom Steed(replacing fly), Dispel Magic
4) Dimension Door, Freedom of Movement, Invisibility (Greater), Aura of Doom, Cure Critical Wounds, Thoughtsense
5) Plane Shift, Overland Flight, Breath of Life, Teleport, Slay Living(this is the closest thing they get to nova, but the save concerns me :/)
6) Heal, Dispel Magic Greater, Disintegrate, True Seeing, Getaway

The idea would be to use displacement and medium armor for defense, prebuff with shield when possible, always try to prebuff with Heroism and later Freedom of Movement and Overland Flight.

For Spell strike, Chill touch is the only real option at level one and lets you get some mileage from your spell slots, Stricken heart is amazing for shutting down opposing full attacks. Vampiric touch would be the standard eventually, for good damage, pseudo healing and no save.
Slay Living and Harm both offer a lot more damage than anything else on the list, but both offer saves and I don't see his DCs being high enough that they'd ever be relevant.

So would you say this was a fairly reasonable standard or have I completely missed the point?


Do Animal companions and Mauler familiars (or familiars in general) count as combat trained for mounted combat?


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Title says it all

For this threads purposes for a Chassis to be the same the class needs to have the same BAB and Spell Progression.

weakest

Full BAB, no spells: Swashbuckler
Full BAB, 4th spells: Ranger - they're kinda all good I didn't know what to pick
3/4 BAB, no casting: Rogue of the saddest chassis
3/4 BAB, 4th casting: aren't mediums weird?
3/4 BAB, 6th casting: Spiritualist, I love em and think all the classis of this chassis are good, and that this is the best chassis honestly for fun and balance.
3/4 BAB, 9th casting: Oracle, I'm so tempted to put Clerics here because so much of what they do something else does better but I don't think I can justify it.
1/2 BAB, 9th casting: Arcanist, controversial maybe? but I think between not getting many spells and the sorc spell progression, they just look like a nightmare to play from a resource management point of view.

strongest

Full BAB, no spells: Barbarian
Full BAB, 4th spells: Bloodrager
3/4 BAB, no casting: Kineticist lol the fact they're in this catagory makes me laugh.
3/4 BAB, 4th casting: aren't mediums weird? like seriously
3/4 BAB, 6th casting: Summoner, also happen to be my least favorite class of the chassis.
3/4 BAB, 9th casting: Shaman, they're meant to be good right? I've heard good things about these, if the hype isn't real I'd vote Druid.
1/2 BAB, 9th casting: Wizard, again my least favorite class of the chassis, especially when they get archetypes like the pact wizard O.o who thought that was a good idea.

favorite

Full BAB, no spells: Unchained Monk closely followed by brawler as the only full bab classes I find interesting.
Full BAB, 4th spells: Bloodrager, I don't play any of them sooo....
3/4 BAB, no casting: Kineticist, they're awesome, I just wish they had more good options because they look a bit samey to me a lot of the time
3/4 BAB, 4th casting: aren't mediums weird? like seriously, so weird.
3/4 BAB, 6th casting: By far the hardest category if you ask me, I'd probably go Occultist. Between Trappings of the warrior and the Silksworn archetype and being int focused they fell like the true everyman of pathfinder.
3/4 BAB, 9th casting: Oracle, simply amazing class.
1/2 BAB, 9th casting: Sorcerer

so how would you fill in this table?


Anyone ever made one? I think they look kinda interesting, possibly for a Calistrian follower or some such.

Seems to me with the changes to painful stare melee ceases to be a viable option since manifold stare won't work anymore, which is obviously a shame.

On the other hand injection improvements are very powerful for debuffing (although I am wondering does the save against injection improvements also apply to the effects of injections themselves?) and facilitate casting focus to a greater degree than usual in my opinion, and also let Mesmerists work on fort saves, although I don't know if they have good fort targeting spells... hmmm

I was thinking a mauler familiar might be a good way of giving the character more presence on the battle field and less reliance of spells.

Was wondering if anyone else had done some interesting things with one?

EDIT: also do you reckon the injections could be delivered by Mage hand?


Seeing the thread about how often people reach level 20 sparking some interest and the predominant answer to the thread being, not often/never. I thought it would be interesting to ask what people would do if they could make a character for a level 20 campaign, what character would you desperately like to play?

For me I'd like to play a dragon oracle turning into a sovereign dragon for 20 hours a day and have limited wish as a spell like ability 2/day whilst also being a 9th level caster with 15Bab and divine power, it'd just be amazing.
That or a bones oracle with perfect spell animate dead and the CL boosts abusing demiplanes and create greater undead to have a army of foot soldiers and powerful devourer generals with their own armies of undead. Kept inline by the threat of mass heal.

There are of course more builds I'd be interested in doing but so as to not create a wall I'll leave it at that.


So I'm interested in the Phantom blade archetype and I came across the Etheric focus ability and I don't understand what it is that it is supposed to do?


Ockies so I'm DMing (woe is me) for context I use pathfinder pantheons and outer dimensions I just don't use Golarion itself because I know very little about the geography and political climate.

So I made my own continent with its own political climate and one of the main issues of the setting is a vast forest which acts as a connection to the first world, so fey are a big theme in some of the major themes of the settlement. One kingdoms has a norn as an adviser for example.

Now where the players will be starting is a heavily forested kingdom thats main export is oak, the closest comparison I can think of is house forester from tell tale games game of thrones, but like much bigger, more influential and way more prosperous.

Now said kingdom's political climate is on a knife edge with a couple of the more powerful noble families vying from control after the previous royal line died out. The power behind the throne actually being a rather devious hedge witch who is playing them off against each other after actually being the reason the previous line died out. She intends to take control on the kingdom in the ashes so that she may pursue her own coven based ends. For now however she is simply acting as a "neutral" mediator and adviser to the noble families at large as she was previously adviser to the aforementioned royal family.

All this is relevant because my players are telling me they want politics and intrigue in their campaign as well as the usual fighty fighty stuff. Also I much prefer making a complex setting to running a game so thats that.

Now the players are a druid who plans to turn into a bear and eat things in combat, I think he has a 16 in wis so probably will do some control but I don't anticipate impressive DCs. Who consistently makes in-effective druids so I'm a bit dubious about him. We have a illusionist wizard, who has only ever played a telekineticist for about 4 levels and a paladin for a couple one shots, so I'm highly dubious over his ability to manage a prepared caster who relies almost exclusively on his spells. And on top of that he picked illusions .-. stress. I'm an open minded DM when it comes to illusions and think he needs all the help he can get so I'm not planning to say nope to much but yeah. I still hope he doesn't find himself useless. Finally we have a fire kineticist who I think will be perfectly good at what he does. They're starting at 5 so that A - the druid can have natural spell going from the start, because apparently he wants that. B - the main reason, I want to give the wizard a chance to not instantly be out of spells.

Now I'm thinking about how the PCs will meet eachother.

My current plan is to have the wizard be going to meet a colleague and be on a trade caravan heading for the aforementioned city. I plan to have it be raided by bandits.
I'm thinking of having the gate keepers when this all starts happening, he will here a ruckus going on in the distance (heavily wooded area, so they bandits can be attacking from round a bend with the cover of trees, however not far enough away that they couldn't be heard. The guards won't intervene as they will have been paid off. If the players think about it they may realize this is the first sign of corruption within the city they will encounter. So the kineticist player will have the choice to intervene should they desire and if not they will be standing with the guards when the wizard pulls up to the gate with his cart and a possible social confrontation will go on there with the guards having done nothing. Hopefully the PCs will interact at which point.
Similarly I'm thinking of having the druid skulking around at the same time, this character is big into emeralds and also spent almost all his life in seclusion, so I am planning the reason he is there is that he went in search of the emerald city only to find that the city gained its name for the green leaves of the oak trees, their main export, not the gem stones. Hence he is skulking disappointedly outside at the time of the ambush and will also have chance to intervene.

Now the wizard colleague's field of research is Golems, and he is interested in trying to make gemstone Golems hence the druid will have a hook to go with the wizard inside the city. I am bit unclear as to why the fire kineticist will join them. There is in his backstory a theme of gullibility and a string of unfortunate events following his seeking gainful employment so perhaps he will do the same with the wizard guy the player in question is quite co-operative usually so I'm thinking it will be fine.

When they get to the wizard however (should something happen on the way? any ideas here would be great) they will find that he seems glassy eyed and distracted and no longer interested in his research. Instead he is no entwined in a political plot, in which a powerful hedge witch is trying to take control of the city to build a coven with eyes on the fey forest to the north. He has a new partner in a Danthienne who has be thrown from the royal court after the royal line dried up, by none other than said hedge witch. She was acting as a representative of the fey royalty residing on the forest.

She has now worked her charm magic and used her high social skills to manipulate the wizard into helping her reveal this witches' plans. The wizard is offering his store of gems as a reward. She got him to ask his colleague here in the hopes that he could help with this problem and will be more than happy to add the other PCs to the pay roll.

Now this is where I hit a blank the question is what should they do to start exposing this, I'm thinking of her pointing them back to corruption with the guards and following that up. Also trying to connect with the thieves guild. Possibly finding a loyalist faction committed to exposing what the witch did to the previous royal family. Possibly pick one of the other noble families to champion, or to try and make them build bridges and ally against the witch. In the end if they fail to stop the witches plan she will begin recruiting and kidnapping to build a coven and they will be encouraged to leave and ally with another city on the government or royal family on the continent, so that they can invade and stop the witch before she starts a war with the fey or worse an alliance through the power of her coven. If they succeed and stop her then I'm thinking the city gets invaded either by the fey or another government royal family seeing that the forest one is weak and disorganized.

anyone got any suggestions? what threads to follow, which plots to explore, what fights to have where? I've got the beginning, and the end planned, and a rough idea of the middle, but I want a more clear idea of the different plot hooks and threads they might be able to follow through the middle to get to the end.

Sorry for the absolute wall of text and the inevitable typos. Not really clear on how to spell kineticists honestly xD


I've been thinking about making discworld characters in pathfinder for a while, particularly Witches but because of the way their magic works and manifests it's not the easiest thing in the world to do.
I think I may have figured out now however how to make Nanny ogg and I am after some advice :)

So I thought that it made perfect sense <.< >.> to make nanny ogg a seducer witch probably with the trickery or deception patron.

Greebo is very clearly a cat with the brawler archetype although I don't think Nanny would ever send him into combat.

I'm thinking most of her magic should be enchantment based with a heavy focus on subtleness, I'm thinking of spamming extra hex to grab fortune, misfortune, evil eye and cackle quickly.
Possibly getting the diplomacy skill unlock and intimidate if it's good(is it good), maybe even performance combat? I have no idea how that works

Then moving towards a perfect spell but what spell to get?

She's a human obviously but with Con as a focused secondary stat, because ... she has a hard head xD

I've only read equal rights, wyrd sisters and the witches short story. So if anyone knows anything she should be able to do by all means.
Just no specifics of when she did it please xD


Sooo

I got the New Arcana thingy for the Arcane bloodline through Improved Eldritch Heritage

Sooo I have a planned out watersinger bard spell list and I'm wondering what spells you'd add?

I'll put the list in spoilers, the order in which the spells appear on the list is not necessarily the order I would select them, just FYI.

Spoiler:
1: Charm Person, Disguise Self, Feather Fall, Hydraulic Push, Silent Image, Vanish
2: Heroism, Hypnotic Pattern, Mirror Image, Aqueous Orb, Silence, Pilfering Hand
3: Haste, Jester’s Jaunt, Invisibility Sphere, Good Hope, Fluid Form, See Invisibility
4: Charm Person (Mass), Dimension Door, Dominate Person, Wandering Star Motes, Control Water, Sonic Thrust.
5: Dispel Magic Greater, Mislead, Seeming, Vortex, Mage’s Decree
6: Euphoric Tranquillity, Overwhelming Presence, Project Image, Seamantle, Waves of Ecstasy

The rather obvious and boring choices that have already occurred to me are Emergency Force Sphere, Contingency(either mislead of Euphoric Tranquility on someone who melee'd her) and Disintegrate

None are particularly thematic and are particularly generic. Cold Ice strike is slightly more thematic but I'm wondering if there is something else. Freezing sphere also exists but I think is probably worse than Cold Ice strike and its definitely not worth taking both. Oasis is deeply thematic and allows for the Watersinger to their abilities anywhere, but it takes 30 minutes to cast .-.


Sooo... I trying to make a watersinger bard and currently my list of feats stands at,

-Lingering performance
-Improved Initiative XD

so I'm looking at otherthings to do and I figured Eldritch Heritage to get a familiar was a good idea. (I also looked at Eldritch Heritage aquatic, turns out their level 15 ability is super useful but ... level 15 :( )

So I was wondering if this archetype was a trap and I hadn't noticed, if there were any nifty tricks one could do with it and which familiars would be best with it.

Can you use improved familiar with these archetypes? Cause I have the feats free to get it if so. lol.


So I'm making a Naiad watersinger (yes I know they should be undine only but I'm planning to twist some arms) also Naiads are kewl.

I was wondering if bonuses to hit and damage from such sources as inspire courage, heroism, good hope, haste and so on would effect Waterstrike. One does tend to consider these things given its a bard... they tend to have a lot of buffs floating around.

Would make quite the difference to between the ability being a useful offensive option (if they do) or probably only really good for the flanking bonus it provides.


Anyone who has read bestiary 6 or found it's info trickling online may have come across Mammon master of averice.

And his masterpiece, probably the most powerful item in pathfinder the argent prince, now I'm not particularly well informed on constructs. So this is a guess but I'm pretty sure you can't within the rules make a construct like the Argent prince, (it takes mammon a year to make a replacement).

But I was wondering how close a person can get, with and without mythic rules.

I suspect not very whilst remaining medium. Also wondering if other people have ever tried this or homebrewed s similar thing or GM fiat made something similar for whatever reason.


Okay so a while back I made a dex based fan wielding character using the snake bite striker brawler archetype and the devoted muse Prestige class.
I might be getting chance to use her in a mythic campaign.

Human with a 25PB using this array
Str: 8, Dex: 18, Con: 14, Int: 10, Wis: 12, Cha: 16

now she's been planned till 20 but having access to mythic changes some things, she looks like this currently.

class progression goes 6/10/4 brawler, prestige, brawler

1) Weapon Finesse, Sneak Attack 1D6, Weapon Focus (Fighting Fan)
2) Bonus Combat Feat (Slashing Grace), Brawler’s Flurry (two weapon fighting)
3) Combat Expertise
4) +1 Dodge Bonus, Knockout 1/Day
5) Improved Feint, Close Weapon 1D6, Advanced Sneak Attack (2D6)
6) Sneak Attack 3D6
7) Artful Defence (1), Deeds, Panache (3), Greater Feint
8) Artistic Flourish (distracted), Harmonious Strike (Circling Strike, Deadly Strike)
9) Feinting Flurry, Feinting Feat (Skill Focus Bluff)
10) Opportune Parry Riposte, +1 Panache
11) AF (Confused, Staggered), Quick Draw
12) Feinting feat (Wave Strike), HS (Inspirational Strike), Level 3 Deeds.
13) +1 Panache, Combat Reflexes
14) AF (Dazed)
15) Feinting feat (Disengaging Feint), Piranha Strike
16) +1 Panache, HS (Masterful Strike)
17) Steadfast Personality
18) Close Weapon 1D8, Brawler’s Flurry (Improved Two Weapon Fighting), Improved Initiative
19) +1 (Dodge Bonus), dodge
20) Sneak Attack 4D6 Knockout 2/Day

With access to mythic weapon finesse she doesn't need slashing grace anymore, or weapon focus technically (although I might keep that). I've considered trying to get two weapon Grace on her if you're interested but the accuracy drop is pretty severe. Probably see if I can get the DM to allow for Mythic Piranha Strike in which case I'll take that much earlier.

so yeah how would you re-jiggle?


Apparently you can make caster inquisitors and people like them? How does this work!

Is there like a Silksworn archetype for inquisitors or something? How do they not run out of spells, how do they make their DCs high enough?