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It is an interesting idea with a lot of potential.

I don't know how familiar you are with Star Wars Saga Edition but it an excellent RPG. It is obviously not what you are running, but you can raid it for technology.

I have wanted to run or play in a Pathfinder 1st ed with high tech for ages.

I may be the only one but I really want to play Exalted.

This looks intriguing.

I am a bit of a baby regarding M and M, having just read the rules and started looking at a character for a tabletop game. But interested.

2 quotes from the Wasp Familiar feat description-

"You gain a familiar as per the arcane bond class feature, using your character level as your wizard level. The familiar is a cat-sized, chaotic neutral wasp loyal to you."

"Special: This feat can be taken a second time by characters of 7th or higher level if they do not otherwise have access to familiars. Such characters have access to a wasp familiar that uses the statistics for an imp, as described above."

What the second quote means I think is that if you get the improved familiar version the Imp's statistics are used except "The familiar is a cat-sized, chaotic neutral wasp loyal to you."

So by the RAW the familiar would be a "thematic mess" as you say in all ways you point out except the familiar is Chaotic Neutral.

I have a first level character with Wasp Familiar. I discussed it with my GM and when I take the improved version we will change it to basically what you say it should be. But that is a house rule not the RAW.

Here is a url docs.google.com/document/d/1dvDRSXWqnO4CebgMmD8P-nU94wXL_2qWE3n5TTFTzOQ/edi t?pli=1 to a very good non gestalt build with a very similar idea called The Bride of Hell.

This should be a lot of help. If it can be done with a normal PF character, it can be done very well gestalt. It uses monk rather than fighter.

I don't know what is going on with you characteristics but you want a better intelligence.

Last thing is I have tried this kind of character. I am sure it can be made very effective but the build is very complicated.

Interesting. I had not realised that neutral clerics have significant advantages over others.

It looks like it could be very interesting.

I went to the site you gave the address of, but I got a warning from my anti-viral software it was infected with something nasty. So I didn't explore it much.

lemeres wrote:
I feel like each of these can end up being situational. And you pay quite a cost since it usually takes two turns to set up (1 stab, 1 activate).

I could not agree more.

I often play witches and trying to stab someone, especially someone tough, is very likely to miss and leaves you in melee which is a bad place to be.

Why do all that when you can just use another hex eg slumber which you can activate and one action and takes effect if they fail the save. Quicker and much less chance for things to go wrong. And the effect is more powerful.

A character that is going to be in melee like a fighter could get some use out of them, but I think they are too situational and hard to use.

ShroudedInLight wrote:
PossibleCabbage wrote:
I mean, like a Brawler/Medium Gestalt has all good saves, full BAB, and considerable utility... but probably isn't as good as a CRB wizard.
Which is why you take a 9th level caster and combine it with another class to fill out their weaknesses. For instance, Druid/Unchained Monk is hilariously deadly. The hard part is finding a class that pairs up in a meaningful way with Wizard. Not because Wizard is hard to match with someone, but because Wizard is so good most other choices only add a small amount of utlity/power. For instance, Magus/Wizard only really gets to Spell Combat with higher leveled Wizard spells. Witch/Wizard or Mesmerist/Wizard gets to use their stare/hexes to debuff the enemy before they cast their traditional spells. Etc

That is all very true at level 15 or something similar.

If you are starting at level 1 then it is really easy to come up with something a wizard needs, most classes will improve their HPs for a start. And more spells or something similar is going to help vastly at low levels.

Anything that makes them more durable if forced into melee is good. Summoner Wizard is great, gives you more HPs and spells and good action economy.

Cavall wrote:
Ironically in the section you cut out someone was in fact talking about hexes extending casting abilities.

Maybe. Here is the full relevant bit.

Mark Seifter wrote:

Some of the utility spells I've needed, a witch couldn't provide (witch is a good choice too though!). And the one witch hex combined with overlap hexes generally give pretty good hex support.

Mark is agreeing with my earlier post. I am not 100% sure when Mark refers to "hex support" in the second sentence he means "hex support taking a load off his characters spells" or "hex support for other party members". And I don't feel like getting into an argument over it.

If Mark is explicitly agreeing with me or no, I still think witches are somewhat under-estimated as a class and the "stamina" hexes give them is much of the source of their power.

Mark Seifter wrote:
Some of the utility spells I've needed, a witch couldn't provide (witch is a good choice too though!). And the one witch hex combined with overlap hexes generally give pretty good hex support.

I have not played a shaman but I can well see that being true.

I can't recall anyone else posting about how great it is that hexes don't run out, but I can't be the only person who has noticed. I think this is an under appreciated strength of the witch and shaman classes.

And I suspect witches and shamans are the best choices in a party that only has one caster.

Mark Seifter wrote:
In my Skull and Shackles group, I play a shaman who is the only spellcaster (aside from one 4-level caster) in a party of 5, and I think shaman is probably the best class in the game for the Your-only-spellcaster-in-a-party-of-five role. He is almost entirely packed with spells to enable and improve his comrades and the party as a whole, from all three of the lists the OP mentions. But in some groups, a less generalist caster would be a lot more helpful.

I agree shamans are very flexible casters and a good choice for the only spellcaster.

But consider a witch. Also flexible casters though less so than a shaman. Witch hexes are much better offensively than the shamans. And because offensive hexes can normally be used once/ opponent, ie they almost never run out, a witch can use the hexes for offence most of the time. This means they will keep going longer than most nay other caster, as they can use hexes instead of spells a lot of the time.

So a witch is another excellent choice in a caster-poor party.

Excellent. I am looking forward to the campaign.

I have a couple of ideas to toss out.

One is a Kasatha paladin/ hangover cleric with the 3rd class being ninja or split between ninja and fighter. You might need the added feats, depending on the details of how we get to build.

It has a few merits-

1 full divine caster.
2 full BaB
3 powerful effects from variant channelling
4 wondrous paladin saves
5 lots of channel energy as it comes from 2 classes
6 you aim to be able to make 4 attacks/ round, with precision damage and smite.

Main drawback is its MAD.

The other idea is herald caller cleric / saurian shaman druid / summoner.

The merits here are-
1 2x full divine caster
2 all 3 classes are great at summoning.
3 you get an eidolon
4 you really only need high wis and cha.

Drawbacks are a bit squishy and 2 full divine casters can be duplication.

This is all about action economy. You act, your eidolon acts and each summoned creature acts each round.

I only need a tweak or 2 to my character so I am ready to go.

Apolexis Aulmais wrote:
I see zero reason to come to someone's interest check only to post that you would have no interest in running it with the GM.

If you are referring to my first post, and I think you are, I have been misunderstood.

All I intended to say was I had run a gestalt campaign and managed to keep things so the players could be challenged. And that was challenging for me. Tri-stalt would be more difficult.

I apologise for any offence given. And in view of other posts you have a right to feel put out or defensive.

Apolexis Aulmais wrote:
I also see no need to post that my interest check merits suspicion less than 12 hours after I made the initial post.

Yes, I can't agree with Waskally either.

Other people seeking players for campaigns that never happen have nothing to do with yours.

I agree with Zoe.

A Summoner performs the same role as a fighter or other melee specialist. With better action economy.

My character is useless in melee as such but more than combat capable.

EltonJ- I actually have begun a campaign set in Phaeselis. It is a pathfinder gestalt campaign starting at level one. My players like the setting as well.

My only difficulty is I have trouble finding things on the Wiki.

This is most interesting.

I have been eager to play gestalt but have only done so in one short lived campaign. Tri-stalt sounds ... wild. Though I am glad I am not the one trying to keep things balanced and under control.


Just to form a mutual admiration society, I really like the Phaeselis setting and am seriously considering using it as the basis for my next campaign. I will add some original stuff, I always do, but it is a neat idea and well executed.

EltonJ- I have finished my character's background story.

I have invented some things, I briefly re-vamped the Ashtifah archetype's purpose for the setting without changing the game mechanics at all and invented a Cretan town to come from and a small bull leaping performance group in Phaeselis. And Vianna was briefly enrolled in Aristotle's famous school, rather disastrously.

I would not think this interferes with your game world much, but if it does not fit with how you envision things I will change things.

The Finding Your Kin merit calls for an NPC and a class, and these are Vianna's mother Viadne and Witch.

I think my character is now mostly complete. I will finalise Vianna's patron and spells once I know the party composition if that is OK.

Vianna'a Background:
Vianna was born in Hanossos, a middle sized town located in eastern Crete where Minoan customs and culture are still practiced. Vianna's family are the direct descendants of king Minos and Ariadne from the height of Cretan power. The family has fallen from royalty to aristocracy and it's power now is little more than being infuenctial in Hanossos.

Vianna's mother Viadne preserves another Minoan tradition, that of the faceless maidens. In Minoan times female members of the royal family and their acolytes formed an extended coven of witches who acted as spies, enforcers and protectors for the royal family. A small remnant of the faceless maidens remains still serving the descendants of Minos.

Vianna's father died of ilness when she was five and her memories of him are few. Viadne never remarried. Vianna was schooled in witchcraft, occult traditions and Minoan and Hellenistic culture by her mother and local tutors. Vianna was athletic from a young age and became an accomplished bull leaper. In her adolscence Vianna was sent to Aristotle's school to further her education. She despised the low status acccorded women in Athenian society and this lead to clashes with her teachers and fist fights with her fellow students. Vianna was removed from the famous school by her mother having been their for less than half a year. The school would probably have expelled her soon in any event.

Vianna wantred to see the world. Viadne was concerned about the dangers but Vianna promised to be careful. Vianna travelled through most of Crete and the islands in the Hellenspont, then made her way to Alexandria and down the Nile into central Khem. From there she made her way through the Holy Land, viisiting Jerusalem and Jericho, before making her way to Phaeselis. The funds provided by her family ran out around the time she reached Alexandria and since then she has had to travel frugally, often walking, camping, hunting and taking whatever work she can find. Sometimes she has resorted to theft, always targetting the wealthy who would not suffer much from her actions.

In Phaeselis Vianna found the cosmopolitan society to her liking. Initially she took whatever work she could find and occasionally resorted to theft. But she soon found her feet, her varied abilities, magic, stealth and manipulating fate made her an freelance employee with many uses. She is often employed by the noble houses of Pericles and Ambrosia though she takes work from many sources. She has friends in The Daughters of the Graeae and has learned from them, though Vianna is much more involved in the world than most of the obsessive Daughters. Vianna is a member of the Nizari, her rotten experience at the Aristotlean School has influenced her greatly and she is one of the more militant Nizari and will aid her sisters if she reasonably can.

Vianna has formed a small group of bull leapers with some fellow Cretan ex-patriots. It consists of three young women and one male youth who perform bull leaping in much the way as was practiced in Minoan Crete. The performances are paid and are staged irregularly, typically around one a week, as part of other events. They have a following that is not very large but quite dedicated. Some Nizari and other women see it as an expression of female freedom and power, others as a chance to watch comely women performing topless, others enjoy the athleticism, spectacle and danger.

Vianna lives as a lodger with a single working widow, Mela, in a modest dwelling. Vianna is friendly and protective of Mela's three children who are aged four, six and seven. Mela is fond of Vianna and is appreciative that her lodger sometimes acts as her children's baby sitter and tutor. Vianna does not think about this much, seeing this as being a friend.

Interested, especially in the Star Wars/ Firefly idea.

Isn't the Gastrophetes a kind of crossbow?

From Wikipedia-

"Composite bows were soon adopted and adapted by civilizations who came into contact with nomads, such as the Chinese, Assyrian, and Egyptian. Several composite bows were found in the tomb of Tutankhamun, who died in 1324 BCE.[12] Composite bows (and chariots) are known in China from at least the Shang Dynasty (1700–1100 BCE).[13] There are strong indications to believe that Bronze Age Greek Cultures like the Minoans and the Mycenaeans were using composite bows in a large scale."

However, classical age Greeks didn't use bows, aside from Cretans, you hear of Cretan archers. Neither did the Macedonians. They used javelins, darts and slings.

It follows that the composite bows the Greeks had were not as good as the Mongol bows or anything like it. "Composite bow" or "short (or long)composite bow" don't just refer to one exact design.

On longbows, also from Wikipedia-

"The earliest known example of a longbow was found in 1991 in the Ötztal Alps with a natural mummy known as Ötzi. His bow was made from yew and was 1.82 metres (72 in) long; the body has been dated to around 3,300 BC and another bow made from yew was found within some peat in Somerset, England dated to 2700–2600 BC. Forty longbows have been discovered in a peat bog at Nydam in Denmark which date from the 4th century AD.[3] In the Middle Ages the Welsh and English were famous for their very powerful longbows, used en masse to great effect against the French in the Hundred Years' War, with notable success at the battles of Crécy (1346), Poitiers (1356), and Agincourt (1415)."

So longbows existed elsewhere at this time. Again, the Greeks didn't use them and neither did any of the cultures in this area for warfare, at least to my knowledge.

Obviously, if these cultures had anything approaching the effectiveness of the English longbow they would [pun unintentional] have used them.

So as far as I can figure, historically, it's composite shortbow yes and any kind of longbow no for this time.

The good thing about recruiting ancient history nerds to your game is they contribute to the historical accuracy of the setting. :) Hopefully anyway.

Elton- I believe paul was asking about the composite longbow not crossbow.

pauljathome wrote:
EltonJ wrote:
As to Minoan civilization, in real history there is no way they survive into Alexandrian times as anything other than Myth and Legend (Theseus and the Minotaur). They predate the whole collapse of civilization in 1200 odd BC. They were roughly contemporous with the Mycenaen Greeks, not the Classic Greeks.

I agree with you except for the absolute "no way".

Some of their traditions could have persisted somewhere in Crete into Alexandrian times. We can't know for sure the details of what was happening in Crete all that long ago.

The Minoans had a form of that revered relationship between a grown man and adolescent boy we know all about from classical age Greece. Maybe that is one Minoan cultural tradition that survived.

All I say is we can't know for sure it didn't. And it's a game and promises to be cool.

EltonJ- Thanks for the reply.

I know quite a bit of the history of this period and area and I have not heard of Minoan Cretan culture surviving on Crete in Alexandrian times. So as far as I know, no evidence as you say.

But if there was some remaining pockets of Minoan influenced culture on Crete would there be any record of it over 2,000 years later? Very probably not imho.

I am a fan of your setting so far as I have read. It is a very interesting time and it's well written and presented.

Incidentally, I have been to many of the places in the setting. Greece, Turkey, Egypt, Israel and Cyprus.

It does not say. Which normally means that the game will be played PbP on the Paizo forums.

And the campaign hasn't started yet.

I have submitted a not quite complete character, a human, Hellene witch, Ashtifah archetype, from Crete.

Seeing the last post I am going to submit an unfinished character. I would like some input from the GM on some points. Not a lot.

And Patman Hello. How are you?

Some background, some questions:

My character concept is a female witch from Crete. Vianna I envision as a bull leaper, which was part of Cretan culture, you can google it to find out what was involved. Young women did that, and did so topless, as Cretan women usually dressed. I am not doing this to be prurient, Vianna dresses as other people do except when working as a bull leaper.
So a few questions-

1 Minoan Cretan Culture was gone more than a thousand years before Alexander was around. Either it's still around or at least contemporary Cretans who recall and follow it's traditions. Does this fit with the GMs view of the world.

2 Is it sensible to have a job bull leaping in Phaeselis? I would like to invent that as a new job in Phaeselis which grants a +2 to acrobatics skill. Is this OK with the GM?

3 If you want historically accurate weapons that means no crossbows, yes? Alexander's armies definitely didn't have them.

4 Can I be descended from Minos and Ariadne? Or if you are going to have Minoan civilisation still around they could be my mum and dad. Maybe.

5 The character is mostly done. I want to finalise spells and patron once I know the party composition. Apart from that I need to add a few details and most of my gear.

Vianna the Faceless.:

Vianna of Crete
Sometimes called Vanishing Vianna or Vianna the Faceless.

Female Human Hellene
Witch Ashtifah 3 (Qadira, Jewel of the East pg. 14, Pathfinder RPG Advanced Player's Guide 65)
CN Medium Human)
Init +4; Perception +2

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 26 (3d6 + 6 con bonus + 3 FC Bonus + 3 Finding Your Kin
Fort +3, Ref +3, Will +4
Speed 30 ft.
Melee dagger +1 (1d4/19-20)
Ranged light crossbow +3 (1d8/19-20)

Str 10, Dex 14 Con 14, Int 18, Wis 10, Cha 13
Base Atk +1; CMB +1; CMD 13

Protecting Veil:

An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil.

This ability replaces familiar.

Ghostwalk (Su):

Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity.

This ability replaces the hex gained at 2nd level.

Deliver Touch Spells (Su):

Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered.

Hexes Level 1 and Extra Hex x3.

Slumber (Su)

Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Fortune (Su)

Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Misfortune (Su)

Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Cackle (Su)
Effect: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Witch Spells Known

All Witch Cantrips
Level 1 9 + patron
Ventriloquism [Patron Spell]
Burning Hands
Comprehend Languages
Infernal Healing
Mage Armour
Summon Minor Monster
Web Bolt
Urban Grace
Level 2 2
Detect Thoughts

Witch Spells Prepared (CL 3th; concentration +6)

2nd Glitterdust x2
1st—Burning Hands x2 Mage Armour
0 (at will)—dancing lights, detect magic, resistance, detect poison.


Lvl 1, Lvl 3 Lvl 5 all Extra Hex

Traits -

Reactionary +2 to Initiative

Finding Your Kin (3.5E)
Choose: an NPC [Vianna's mother Ariadne, a descendant of the famaous Ariadne wife of Minos] and a class [Witch].


Benefit The chosen class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by the chosen NPC.
Drawback Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize

Class skills in italics. 2 + int mod+4 +1 Finding Your Kin =7 per level =21

Diplomacy [Cha] +1
Disguise[Cha] +1
Fly [Dex]+2/ 1 ranks/+6,
Heal (Wis),+1/1 rank/ +5
Intimidate (Cha)+2/1 rank/ +6
Knowledge (arcana)[Int] +4/3 ranks/+10,
Knowledge (history)[Int] +4/3 ranks/+10,
Knowledge (nature)[Int] +4/3 ranks/+10,
Knowledge (planes)[Int] +4/3 ranks/+10,
Perception [Wis]+1)
Sense Motive [Wis] +1
Spellcraft [Int] +4/3 ranks/+10,
Use Magic Device [Cha] +1/ 3 ranks/ +7;



3,000 gp, of which 23 gp has been spent.
Dagger 2 GP
Handy Haversack

Price 21 gp; Weight 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Not a problem. :)

Why not check out the thread "Adventures in Phaeselis -- Alexandrian Empire adventures". If it appeals we may be in the same game.

Patman, you normally have to apply for a campaign on the boards.

The way it works is the GM advertises a game, a bunch of people apply and create characters and the GM selects the players he likes best.

Sorry, I wasn't fully familiar with the site.

So one of the races from the Phaeselis PG with a psionic or normal PF class. I won't be playing an occult class, either because I am not properly familiar with them or the GM isn't happy with them.

Alignment? I wasn't planning on being evil anyway.

I am most interested. I grew up in love with Greek history and myths.

I went to the link. But there isn't a section on creating pathfinder characters in Phaeselis, or at least I can't find it.

So what sort of point buy, level and starting cash do we get. I take it all pathfinder character classes and probably psionics are available.

Also, some of the races in the guide are for D& D 5th ed, others for pathfinder.

If you succeed in your aim, you should refer to your character, who I will name Fred for now, as Fred the Complete Tool.

Always interested to try something a bit different.

Gyrwynt- apologies for the double post but I have a question.

How long has it been since Tamran was last occupied by Molthune? My character's background involves being a guerrilla against the forces of Molthune and it would help to know how recent the wars and occupation of the capital were.

Gyrwynt wrote:

@Joynt Jezebel Yea, a Skinwalker witch would be fine- Just understand that earlier-ish levels will have indoor and underground combat that will hinder flight tactics- But at the higher levels combat will mostly have the open sky to fight in (And at higher levels, most enemies will have a fly speed anyway) Just be sure to write up good fluff and backstory, as I do value roleplay and whatnot.


Bat Shape is still an excellent feat, especially for a witch.
I may not be able to do flight tactics but it is still good for scouting, stealth and trying to not be seen as a threat. I can try to pass myself off as a bat that just happens to be there or as a familiar. I don't think there is any sign as to where a hex is coming from w/o a spell or ability that allows you to do that.
I am working on a character.
And will try to get my writing skills working for a background.

Would a Bloodmarked Skinwalker Witch be OK.

My guess would be yes as Skinwalkers are explicitly allowed. But some think that taking the bat form feat and being able to use hexes as a bat is not desirable.

As Assian said the damage of the weapon would change but the magical properties and abilities would remain the same. Making the mace smaller or larger won't change what happens when the command is used. By the RAW the mace could be the size of an electron or a galaxy and it would not change what happens when the command is used.

"Mainly I was curious about the Head of the mace that when it detaches for the original weapon it becomes a large size boulder." The text does not say so it is up to the GM. I would think either the head disappeared and the boulder appeared then started rolling. Or the head of the mace detached and quickly grew to the sized boulder indicated and started rolling. I would go for the 2nd myself.

Shows promise.

If you want to work up to publishing an adventure path I think you need an ongoing plot and story however. As avr says, you need the level of the PCs. It needs a spell check/ edit but that is to be expected.

I like the idea. I have mostly looked at the witch archetype as I love witches.

The execution of the idea looks a bit like a first draft however.

"Black Spellcasting
Wugu is the blackest of black magic and cannot be easily be turned for a good purpose. Any spell that heals, buffs, or in some way aids another creature or herself takes two spell slots to prepare. However, a wugu witch gains one additional spell slot that can be used to prepare a harmful spell. A wugu witch also may not take any hex that helps or aids another and must focus on harmful hexes. This ability replaces the witch’s familiar."

An extra spell a level is an awful lot of extra power, I will get back to this later.

You take away the familiar then -

"Wugu Beast Familiar
At the fourth level, a wugu witch gains a wugu beast familiar as if it had taken the Improved Familiar feat. At the tenth level, the wugu witch gains the ability to cast one spell upon its familiar once per week. This spell replaces the wugu beast’s bestow curse spell-like ability until the witch casts a new spell into it. The first time the wugu beast uses this new spell-like ability, it uses the wugu witch’s intelligence score to determine the DC; thereafter, it reverts to using its constitution score.
This replaces the witch’s fourth level Hex and tenth level major hex"

Technically, you can't take improved familiar as you don't have a familiar. I suggest you leave the archetype with the familiar at level 1, which means the witches spells can work like other witches and then get improved familiar at level 4.

As to black spellcasting, you can just remove the healing and similar spells from the spell list for the archetype and add some illusions. That balances out.

Instead of the massive extra spell level/day you can either remove the advantage altogether or do something more modest, like you can increase the save for one spell/ day for each point of int mod you have by +1 for 5 witch levels.

And shouldn't you have to be evil for this archetype.

I tried to have a look but the address you give won't take me to the document. :(

It is an interesting idea.

As a GM I would be reluctant to allow a PC to get a full blown Sleipnir as a mount or companion much earlier than level 16 for balance reasons. The things are powerful indeed.

One thing you can do within the rules is get hold of a dead Sleipnir, not sure how unless you kill it, which in turn isn't easy then animate it as a Ju Ju Zombie.

I doubt a dead sleipnir is quite what you had in mind, but you can do it within the rules earlier than level 16.

You are perfectly correct avr.

For some reason the Astifah Archetype is absent from d20pfsrd and I have never seen it before. It is very good indeed.

That ghostwalk ability is wondrous, the ability to keep using vanish on yourself as a move action after casting a hex and then take a 5 foot step. No limit on the times per day. If only you could combine it with cackling it would be perfect.

I suspect the best, meaning most powerful, option if using the Astifah/ Touch attack combo is to be just the Astifah Witch but a race with a natural attack.

This is just the kind of thing I meant by non-witches getting some use out of hex strike.

You can add accursed hex to give you a second go.

You might be able to get their more efficiently with a magus with natural attacks. Not sure exactly what the character was trying to do.

That is 4 feats and a hex.

And it only gives you a +1 to hit and the hair is secondary natural attack doing 1-2 or 1-3 pts of damage.. This is not a winning strategy. There is probably some way of adding to it to make it more effective, but I still don't like it at all.

I have never seen a Sylvan trickster being played but they are actually really good. And the into to the archetype starts-

"Sylvan tricksters are rogues who model themselves after the mischievous fey of legend. Though not spellcasters, sylvan tricksters learn minor magical abilities reminiscent of those favored by fey creatures."

Who wrote this. What sort of twerp thinks witch hexes are "minor magical abilities".

And the rogue, magus and maybe other archetypes mentioned here can get use out of -

"Hex Strike (Combat)
Chanting and cursing, you put a hex on your enemy as part of your unarmed strike.
Prerequisite: Hex class feature, Improved Unarmed Strike.

Benefit: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.

Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying hex."

Take a race with an innate attack and this feat, with slumber as the hex. Precision strike them, do a ton of damage and then they save or take a snooze.

Hex strike is useless to a witch as you need to be next to an enemy and then hit them. Not good for a squishy witch which can't hit anything in melee anyway.

I am interested in submitting a character. Probably a witch. Will try to get it finished in time, which I think is just under 22 hours.

I loved the Earthdawn setting but I think I only played one session of it.

I am most interested.

I would have thought the simplest way to do a conversion was to give stats for the Barsaive races and let the players choose a normal PF class. Perhaps excluding some that do not fit the setting. But it has been so long since I played it it is hard to recall.

You normally have to wait for someone to advertise a game and then apply, at this the recruitment thread.

There are certainly non SFS players and campaigns here, just how many campaigns are starting i don't know.

I am a player who has played a bit of Starfinder and liked it. As for gestalt, could be interesting.

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