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Our campaign is a modified gestalt campaign

Modified in that you can only take 1 class on either side, no 50 class gestalts going crazy with +20 saves or 20d6 sneak attack

That said, I was looking at the classes from Occult Adventures and Path of War and would like to use either an occult class(not Kineticist or Mesmerist as Kineticist is too easily broken and Mesmerist is a bit of an arguing point in my group presently) or Warder/Warlord from the PoW book

What I am having trouble with is finding a nice fit that I like when combining them. Psychic is nice and it's INT matches Warder, but then theres the MAD issue of being locked into STR for combat with Warder, needing WIS or CHA for Phrenic Pool, etc.

I was looking at Warder and its very flavorful(we modified the full round counter to only giving you 1 extra use of your counter without expending the manuever as otherwise it makes the entire party nearly invincible at level 13 and 100% invincible at level 17 using the Iron Tortoise counters from 7th and 9th) but I can't decide what to throw with it. I feel like Paladin is nice but then you add in MAD again. Ranger would be excellent with their defense area ability except they run Combat Expertise off INT so MAD again taking away from combat strength.

Warlord is nice and Paladin would fit with it but I rather hate playing "Marshal" type roles and doing nothing other than Bard buffing. Warlord/Psychic could be fun but again MAD

It seems like none of the Occult Classes or the PoW classes can gestalt well without generating MAD unless your silly and send a Psychic/Wizard(which I detest because theres no real synergy and your action economy is miserable - hate split 9th level caster gestalts) or something similar

Anyone have any thoughts on my idiotic rant here?


Our campaign is a modified gestalt campaign

Modified in that you can only take 1 class on either side, no 50 class gestalts going crazy with +20 saves or 20d6 sneak attack

That said, I was looking at the classes from Occult Adventures and Path of War and would like to use either an occult class(not Kineticist or Mesmerist as Kineticist is too easily broken and Mesmerist is a bit of an arguing point in my group presently) or Warder/Warlord from the PoW book

What I am having trouble with is finding a nice fit that I like when combining them. Psychic is nice and it's INT matches Warder, but then theres the MAD issue of being locked into STR for combat with Warder, needing WIS or CHA for Phrenic Pool, etc.

I was looking at Warder and its very flavorful(we modified the full round counter to only giving you 1 extra use of your counter without expending the manuever as otherwise it makes the entire party nearly invincible at level 13 and 100% invincible at level 17 using the Iron Tortoise counters from 7th and 9th) but I can't decide what to throw with it. I feel like Paladin is nice but then you add in MAD again. Ranger would be excellent with their defense area ability except they run Combat Expertise off INT so MAD again taking away from combat strength.

Warlord is nice and Paladin would fit with it but I rather hate playing "Marshal" type roles and doing nothing other than Bard buffing. Warlord/Psychic could be fun but again MAD

It seems like none of the Occult Classes or the PoW classes can gestalt well without generating MAD unless your silly and send a Psychic/Wizard(which I detest because theres no real synergy and your action economy is miserable - hate split 9th level caster gestalts) or something similar

Anyone have any thoughts on my idiotic rant here?


There has been a debate about a lot of things recently among my circle mostly having to do with the Path of War material, however this one came up from Occult Adventures(Paizo published)

Mesmerist Hypnotic Stare is all-in-all a better Evil Eye hex. It only reaches -3 instead of -2 but is done as a swift action, without duration and without target having knowledge of ever being effected(arguably more a fluff than anything because when do you ever see the BBEG change target to the witch/wizard/bard/cleric for casting 1 debuff). On top of it being swift, it stacks up to 5 extra debuffs on the target. Mathematically it is the same as giving a wizard spell saves 2 spell levels higher at 1-2, 1 higher at 3, 2 higher at 4, 1 higher at 5-7, 2 higher at 8, 1 higher at 9, 2 higher at 10, 1 higher 11-14, and break even for the remainder except for 16 where your 1 higher.

This isn't much granted, and assumes the player is building full caster route with no focus on combat at all. But there is something to be said for forcing any character to make a DC 34 save with a minimum -3, reasonably -7(if you make the target shaken and sickened[with a quicken rod you could hit them with both of those round 1 from will based affects and make it pretty certain they stick]). Oh and don't forget your rolling 2 dice for all saves and taking the lower thanks to one of the stare bonuses

Is it just me or should a 6 level spell caster not be able to outdo a 9 level spell caster? Also as a free action he gets to tack on a second DC 34 save with -3 to -7 penalty on the lower of 2 dice immediately on failing the first one to permanently dominate the person at 20th..

Yeah there's easily 5 spells I can think of by level 20 that can remove or suppress it for the fight but its going to be a DC 31(11+Caster Level) to dispel the affect with any amount of certainty... and that assumes they have one or more of those prepared

I know an enchanter wizard/witch with evil eye can emulate this as well but they need a standard action separately to apply the dominate affect, the enchanters 30' aura of -2 cannot be increased and has a limit of rounds per day, and the witch needs a standard action to apply her -4 to saves and a move to keep it up with cackle.

On top of that you get limited sneak attack type damage against the target once per round(though this I particularly don't mind) and one of the debuffs the stare applies penalizes their save DCs by that much!

Am I just imagining things or should it not be possible for a Bard/anti-Bard to outshine a 9 spell level class so easily with the same feat build?

For reference, the feats are:

Any 3 Metamagics(needed for Spell Perfection and just handy)
Spell Focus(+1 DC for Enchantment)
Greater Spell Focus(+2 DC for Enchantment)
Spell Perfection(doubles the Spell Focus and Greater Spell Focus bonuses for 1 spell)
Skill Focus(needed for Eldritch Heritage chain)
Eldritch Heritage(Arcane bloodline, needed for Greater)
Improved Eldritch Heritage(needed for Greater)
Greater Eldritch Heritage(+2 DC to 1 school - Enchantment)

That's a total DV adjustment +6 from feats/abilities granted by feats, so the math is:

10(base)+6(Spell Level)+10(18 base CHA + 2 Racial + 4 from levels + 6 from a headband)+1(Ioun Stone)+1(Trait bonus)+6(Feats)


On her advanced powers card, both sides list a power feat to use a d12 instead of her normal die, but her normal die is already a d12, is this a misprint? I saw nothing in the errata about it?


Single melee strike is standard action, spells are standard actions(mostly). My DM insists if you cast a spell you can't make attacks of opportunity, regardless of being a magus holding a sword and casting. Anyone have a point of official reference either way proving one of these conclusively? If I cast a std spell but can't make an AoO even though armed, why should a fighter who uses the same time to shout while swinging a sword??


Single melee strike is standard action, spells are standard actions(mostly). My DM insists if you cast a spell you can't make attacks of opportunity, regardless of being a magus holding a sword and casting. Anyone have a point of official reference either way proving one of these conclusively? If I cast a std spell but can't make an AoO even though armed, why should a fighter who uses the same time to shout while swinging a sword??


1 person marked this as FAQ candidate.

I couldn't find an answer, official or otherwise, so here goes:

Can I use Combine Extracts to make a double Vomit Swarm Extract? Its description says you can make an extract with two formulae in it, however it does not state specifically that you can(or cannot as case may be) make both formulae the same.

Obviously for most extracts like bull's strength or ant haul this would do nothing. But if you can do this, double vomit swarm could give you a 1 standard(or move with accelerated drink trait) action summon 2 swarms that scale with level for a decent combat assist.

Anyone have a ruling to reference here(gives puppy eyes at Mr. Jacobs)


Can you use the Brew Potion feat to brew potions of your extracts if they aren't normally able to be made? I know the Alchemist can use Brew Potion with the Cure X Wounds spells to make potions, but they are already able to be brewed anyway. The issue here is could an Alchemist brew a potion of say Ant Haul or perhaps Detonate(evil grin).

A major reason I ask is could this situation: Could I brew a potion of Alchemical Allocation to give to party members so that they could use their own potions twice. Then I could brew a potion of say Vomit Swarm off my extract list, thus they could create 2 vomit swarms, as well as anyone else who wanted, including my own 2 using my extracts. I realize I can do this with the Infusion Discovery however I am looking for an answer here so that should I be separated from the group for an extended period or vice versa, they could have a longterm backup instead of filling my Extracts prepared slots.


My DM has banned the Holy Avenger PrC from the APG for 1 reason:

A Cleric 10/ HA 10 would have BAB +17, full channeling, 9th level spells, and 10d8+10d10 hit dice, while only giving up 10 levels of domain abilities.

Anyone else see this as a broken class? The way I see it is if your not a Clr10/HA10 your more than balanced, like a paladin or cleric fighter. I just don't get it.


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Does this combo still work? In 3.5 it did, and in pathfinder it says a monks unarmed strikes count as both manufactured and natural weapons for spells and effects that enhance or improve. Does this mean you qualify for the Improved Natural Attack feat which requires you to have a natural attack and base attack +4?


Where's day Gunz!?

I know they reroll 6's on damage but anyone know the stats offhand like range, damage, threat range and reload time?


Just curious what everyone thinks are the best illusions to take at each level for an illusion specialist wizard


Seriously, I am interested in seeing what its about. From what I gathered it's an alternative system that works more like a Strategy type game where players try to build up an empire and expand it through their adventures(I like this idea a lot). Before I go wasting money on a book I may not want, I was wondering if this is a correct assumption was accurate or if I am totally way off base here.


Just curious if anyone else has or could update the Changeling race from the Eberron Campaign Setting.. I tend to make stuff I like overpowered when I homebrew or else I would give it a shot myself..

And the reason? - Changeling Wizard racial substitution levels(change your familiar as a standard action once per day and more importantly Dual Specialization in Illusion and Transmutation) from Races of Eberron.

Also Recaster from the same book seems fun and I was wondering if anyone thinks it is best left as is or can be updated.

Thanks guys!


So doin a quick number crunch, Alchemist can easily hit AC 47 at 20th level given the True Mutagen grand discovery.

10[base] + 11[mithril breastplate +5] + 5[Dex Mod] + 7[heavy steel shield +5] + 13[natural armor >> 8 mutagen + 5 amulet] + 1[Dodge]

Anyone think of anything im missing in there since its late and im half asleep atm?

Requires a few feats but Alchemists are short on useful ones anyway for the time being, those needed are:

Medium Armor Proficiency
Dodge
Shield Proficiency

Humans should have no problem sparing the feats needed for this and most other races could probably manage to spare 3 feats as well under current rule set until advance players guide comes out in the coming months

... All that and I still didn't mention you will have +6 to physical stats for 20 hours a day before adding enhancement items, so you could potentially get +12 to all physical stats... nice little swing for front lining it eh?


What are the source books for traits? I mean what book(s) describe how to acquire them or how to apply them during creation. We are using Pathfinders new core books but I have access to several other sources and without a point of reference ima be digging for a long time until i get the rules for our group to use.


Just curious what Profession skills people have used/found a use for on a regular basis? A couple I have seen are 'Profession: Sailor' for pirates or 'Profession: Merchant' perhaps if you craft magic items and sell them for a living.


I just hit 6th level and am looking over my spell choices. At this point we have a huge party so I tend to overlap many characters. Ranger, Paladin, Rogue, Cleric, Wizard, and a strength based Monk. At 5th I picked up See Invisible,added to my Cure&Inflict Moderate wounds. Swapped my inflict light out as well since its pretty useless atm. So far our biggest threats have been undead and Saruk(basically badass ancient Yuan ti.

So I got lots of choices but I'm leaning towards Shield Other as I have Protection for my domain. Any suggestions?


Just curious what everyone thought were the top 3 Summoner feats(of course I am excluding the obvious SF:Conjuration and Augment Summoning from this since everyones gonna post those first)

I sorta liked these:

1: Despana School(Weapon Style Feat from DotU) - Considered flanking when you and a summoned monster you created threaten the same target, and possibly add +2 attack and damage for the summon's attacks for a turn. <requires weapon focus with any basic mace and power attack so its more for melee oriented summoners>

2: Extend Spell - Buffs, duh?

3: Cloudy Conjuration


Loaned out my PHB2 from 3.5 so I don't have it to reference for a while. I am looking for the Hexblades alternate feature that gives it a shadow panther thingy instead of a familiar. If anyone has that could you help a guy out and post it here?


Dear Mr. Treantmonk Sir,

It has come to my attention that you are basically THE AUTHORITY on Wizards(I read all your guides and lovem) among other things. Recently I was playtesting the Summoner from Paizo's upcoming release. I couldn't help but notice in my testing that he seems to be playing more as a self buffing off-melee/off-tank with a couple of pets rather than a caster in the traditional sense.

So we come to my question:
How do you view this class, and what recommendations as to
feats/spell/skills choices as well as stat assignment, if any,
do you have

Just so you don't think I'm mooching or stealing your brilliant ideas(blatant suck up), here is my current form setup(without specific values)

Stats:
CHA > CON > INT > DEX > STR > WIS

Skills:
Spellcraft > UMD > FLY > Know(Planes) > Know(Arcana) > Others

Feats:
1 - Spell Focus Conjuration
3 - Augment Summoning
5 - Arcane Armor Training
7 - Armor Proficiency, Medium
9 - Arcane Armor Mastery
11 - Leadership(assume Eidolon is a Familiar/Companion so -2 modifier)
13 - Extend Spell
15 - Arcane Strike(get a +1 weapon with +9 abilities and now its a +14)
17 - Combat Expertise(Extra AC helps for off-tank/melee)
19* - Defensive Combat Training(better late than never)
*If your a human get rid of this, shift everything up one on the list, make 17&19 Endurance > Die Hard

I really hoped to make him more castery but given his severe lack of direct damage spells, I thought this fit better.

Anyways, thanks in advance for your response and thanks for all the hard work you threw into your many Highest Quality class guides so far, you are a pro in my book! :P


In what order would you prioretise the stats for the Inquisitor, what would you make your 1 or 2 dump stats?

The reason I ask is I looked over the class and it appears to be mainly a melee dps/off tank with decent ranged skills as well via bow and spells such as flame strike. Obviously for melee you want more STR(damage) and CON(hp/fort), ranged you want more DEX(range attack/reflex/init) and WIS(init/spells).

Then I looked at their skill base and it would almost seem they also require CHA(Bluff, Diplomacy, Intimidate) on top of a mostly DEX and WIS base of skills, leading more toward their role being that of a backup archer/spellcaster.

Then Tactical Feats come in and say get up there next to the main DPS or Tank or we are all useless so forget about the DEX and WIS requirement all together.

Obviously by now you figured I feel INT to be their weak stat, even though their range of class skills, class features, and general class feel/fluff require a broader range of skills and thus almost imply a need for a moderate INT as well.

At any rate, I was looking for how everyone felt about the class in this respect. I want to run one for my DMs next campaign, and he gave us all a set list of values to use: 18, 17, 16, 14, 13, 10

I constructed a Tengu feeling a need for DEX/WIS over STR/CON as follows:

STR 17
DEX 15(13+2)
CON 16(18-2)
INT 10
WIS 16(14+2)
CHA 16

Fairly well rounded with only 1 poor stat but no outstanding 18+ stats, Tengu get all Swords trained and 2 for 1 languages with linguistics which helps overcome the low skill points and the language barriers a decent INQ will have as well as the lack of decent weapon choices. They also get +2 Perception and Stealth, of which i took both plus intimidate, diplomacy and linguistics as first level skills. My domain was Protection for the free resistence and deflection bonuses which make it so i free up a ring slot and a cloak/vest slot for use with other things.

WWYD