The Fifth Archdaemon

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Goblin Squad Member. 13 posts. 2 reviews. 1 list. No wishlists.


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I am all the hype for this game!


ZanThrax wrote:
I wouldn't subject a new DM to Words just yet. Especially not to a gish using Accelerate to pounce all over the place.

Noted. I'd prefer more than half a week to learn a new spell system anyway :)

carn wrote:

Make him goblin, drop st to 5 and up dx for later fighting with two agile or even guided kukris.

You do not need st.

Goblin version, 20pt:

st 5
dx 20
con 14
int 10
wis 17
cha 5
feats lev 1 agile maneuever (at higher levels maybe retrained), dodge

starts with AC 21, 10 HP and uses a guisarme to run to interesting positions to provide flank bonuses (his improved unarmed strike means that kicks threaten 5 ft and weapon threatens 10 ft) and attempt to trip with +4 (not good, but not completely useless), so should survie lev 1 and then spell casting helps. Damage output acceptable, the moment +2 weapon can be afforded, so he can use +1 agile.

Its probably decent after level 4 and just rocks at level 17 with fullattacking + casting 75%-80% of the time. Just poisons are a problem.

While I like the goblin concept, at least in theory, I feel like it would come back and bite me in the rear. I'm also not personally a fan of str dump for dex/agile weapon builds. I know they're viable and work well given the right circumstance, but they take too long for me to get them off the ground and then I need to make sure I can get my hands on the right weapon...which usually requires me to either find a large city or take a feat to make it happen. I've seen (and done) some great things with dervish dance builds, but...I'd prefer to stick with a str build here.

While I didn't list circumstances, we have a 7 person party, which means treasure and xp will be slow going, and we're on a pre-determined adventure...starting at 1. Sadly, I don't think I'm going to be using this idea for my next campaign. Going to save it for a smaller group that will progress faster than a snail with training weights.


I've never toyed with wordcasters before, though I've thought about trying the system at some point. In your experience, how complicated does it get? I've got a new GM I'm playing with and would like to avoid confusing the poor guy more than needed.


So I've seen this bounced around various forums, so I was wondering how feasible it is. From what I can tell, there are a few tricks that make it worthwhile. Thoughts are build goes Human Sohei Monk 1/Empyreal Sorcerer 6/EK 10/Sorcerer X.

Str: 14
Dex: 14
Con: 12
Int: 10
Wis: 18 (16+2)
Cha: 8

I know it could be more min/maxed and...maybe should be, but this is just an opening idea. Thoughts on feats were to use power attack to supplement the lower strength, furious focus to keep the attack up, and spells to supplement where it's a bit lackluster. Increased wisdom will add to both AC and casting power, so that's some nifty synergy.

My initial thoughts on the build are...casually optimistic. The build is likely going to be somewhat tricky until it can get some higher end tricks and spells. Magical Knack even negates the loss of two caster levels, which is right on the money for the build. It won't have the same level of synergy as, say, a magus, but I think it could work out.

Any thoughts or opinions?


FanaticRat wrote:
I thought that unintelligent undead were just powered by negative energy, not souls?

I was thinking along the lines of ghosts. You know, souls unable to pass on because unfinished business. Desecrating remains tends to lead to bad things, and I tend to think that ghosts might spring up from them.


I think oracle fit the best in terms of flavor, being vessels of forces from beyond the physical realm without a lot of knowledge as to the how and why. In terms of other classes like it, I think that the best overall fit would have been witch, honestly. Lots of similarities. Still, I'm glad to have a juju mystery. Makes my next character a little more interesting.

I've never really understood the mindless undead as being evil. Act of creation (desecrating corpses, possibly preventing a soul from passing on, etc) I can understand as evil acts, but a skeleton who's freed just wanders around killing things that offend it...which is what a lot of mindless monsters do anyway and they tend to be neutral. In the case of the juju mystery, I can get it's less 'creating evil undead' and more 'borrowing a body so this spirit can help me' or maybe just a 'mysterious ways' handwave.

IIRC, Blood of the Night mentions vampires can sometimes fall into a neutral alignment after a freeing themselves from a master and they have a sort of alignment whiplash, and a very, very select few can be good, though it's nearly impossible. Of course, this act in accordance with the 'undead must be evil thing' because *SMOKEBOMB*


Ok, so I know the Spirit Vessels has been talked to death (ha) on the forums, but I had a question on a topic I haven't found yet.

d20pfsrd.com wrote:
Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead possess your alignment. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.
d20pfsrd.com wrote:
Spirit Vessels' ability to create non-evil undead was an oversight, and this behavior is not intended. Gamemasters are encouraged to treat undead created with this ability as having evil alignment.

Emphasis mine.

Ok, so my question is: do the spells still lose the Evil descriptor? The Dev team would suggest that that part might be altered as well, since if you are bringing unholy abominations into existence, it's more than likely an evil act. On the other hand, it could theoretically be excused as some odd karma loophole that Juju oracles get access to.

I'm a bit up in the air at the moment, so anyone else have thoughts?


So we're gearing up to play Serpent's Skull. I was originally going to roll with an Order of the Cockatrice cavalier...and then our divine caster dropped and no one wants to step up.

My question is, how out of place in the game would a Juju oracle be in the party? It's one of two that catch my interest, the other being spellscar. Let's just say I played wild mage once and my party would prefer I take another route. I've never played the AP, and neither has anyone in the group, so we aren't sure if it would be completely out of place. I know a shipwreck is involved, so my thought is that he's a stowaway who is sneaking back home.

Thoughts?


So a friend of mine is thinking of running Kingmaker. I thought this would be a fun time to build an imperious sorcerer.

A few questions jumped out. Some were solved (pure strain to something like geas/quest) but there's one still lingering.

As written, a sorcerer can't get heroic defiance as it requires base fort of +8. My GM and I think it may have been an oversight, or designed for multiclassing. Has anyone house ruled this to something different? I know defiant luck was an option my GM and I discussed since we thought that was what it was anyway. Thoughts?


You have taken on a truly massive task, and one I think is extremely useful. It's rare that you find a guide that actually differentiates spells by potential build. Most people seem to assume that you will (or should) play a certain way.

I would like to second the suggestion for simplifying the color scheme down to 4 or 5 (5 for those Excellent+, or ones you think everyone should have) more for your sanity than anything else. Love what you have so far!


See, the thing is, the reason I was looking to convert just the PrC is because it wouldn't need the Truenamer conversion. It relies on the ability to use Summon Monster, so they aren't even able to prestige into it. Converting Truenamer would be too difficult.

I have played a Fiendbinder in the past, and they're not as easy to break as it might be assumed, at least, not on paper. The money put in is not significant in the long run, but the necessity to use a standard action to get the demon to do something with a chance of failure makes decisions tactical, especially as a spellcaster with surefire options. Yes, the demon is much more effective than a Searing Light, but Searing Light is sure to do at least something, as opposed to sitting there laughing at you if you fail a check.


Someone in my Pathfinder game was wondering about using the Fiendbinder PrC from Tome of Magic. I've played a the class before and I remember needing to invest in items just to make it work, though it was a lot of fun. Since I'm running the game, I wanted to try to adapt rather than ban. I have some ideas (enhancing summoning, making checks less painful, etc), but has anyone done a conversion on the Fiendbinder already?


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