Danse Macabre

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Alchemical Cartridge


Staff of the Wicked Witch
Fly (2 charges) 400 x 3 x 8 / 2 = 4800
Call Lightning (1 charge) 300 x 3 x 8 = 7200
Fog Cloud (1 charge) 200 x 2 x 8 = 3200
Total cost = 15200 gp
Market Price = 30400 gp

Staves are priced at the spell's minimum caster level or caster level 8, whichever is higher.
When you cast the spell out of the staff, you use your own caster level or the caster level of the staff, whichever is higher.
You also use your own ability score modifier and feats for the DC of the spell.


How do you have a +4 equivalent weapon at level 6?


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Max the HP of the monsters to start. That will make combats last a little longer.

Change a monster's feats. Most monsters have some very sub-optimal feat choices.

Change a monster's spells known or spells prepared. Monsters often also have very sub-optimal spell choices.

Use dragons :)

OR

Find a copy of The Tomb of Horrors and adapt it to Pathfinder. It doesn't get much deadlier than that.


Well, Ustalav is right across the border from the Hold of Belkzen and it's hard to find an area with a more necromantic tradition than Ustalav.


What is your deity? If you choose Sarenrae, you can pick up the Blade of Mercy trait and follow that with the Enforcer feat for free action Intimidate much earlier than Cornugon Smash (which you don't have access to).


#1 is correct.


Furious and Courageous for a Barbarian.

Courageous for anyone else who receives morale bonuses frequently.

Keen for 18-20 threat range weapons.

Holy is a good general purpose one.


One could make an argument that any one-handed hafted weapon could have the haft made of metal or wood.


Why do you keep spouting such misinformation Whipthorn? The "Any other requirements" you keep quoting obviously does not refer to performance rounds per day.


Those seem like some rather weak 1st level spells.

Burning Hands, Cause Fear, Charm Person, Enlarge Person, Obscuring Mist, Web Bolt all seem like better choices than Ear Piercing Scream or Frostbite.

I also agree that you don't need to buy a 14 CON as an Elf. 12 is plenty. Unless you specifically need a 15 DEX or 13 WIS for something, you don't want an odd score in those abilities. As a witch all of your level-up attribute bonuses should be going into INT.

STR 7, DEX 16, CON 12, INT 20, WIS 12, CHA 7

That is similar to what you came up with, just a little better.

Why did you choose the Raven as your familiar? The Greensting Scorpion or Compsognathus would get you a +4 to initiative. If you wanted a talking familiar, the Thrush gets you a +3 to diplomacy, which is better than a +3 to appraise.


Whirlwind Attack should be a prerequisite for your Charge Past feat.


Mindsight was epic. It made the Mindbender PrC worth taking.

It is most definitely not a Pathfinder feat.

The feat required Telepathy as a prerequisite. It gave you the ability to sense the presence of anyone with an Int score within the range of your telepathy.


My spell choices (through level 10) are as follows:

Cantrips
Acid Splash
Detect Magic
Guidance
Message
Mending
Read Magic

1st Level
Enlarge Person
Grease
Lesser Rejuvenate Eidolon
Mage Armor
Shield

2nd Level
Barkskin
Glitterdust
Haste
Invisibility
Summon Eidolon

3rd Level
Black Tentacles
Evolution Surge
Greater Magic Fang
Restore Eidolon

4th Level
Greater Evolution Surge
Overland Flight


Okay, so after playing around with the Half Elf, I believe I am sold on that race. The favored class bonus is just too awesome to pass up. Too bad the Wild Caller isn't PFS legal.

For the Half Elf I went with these stats:

STR 7
DEX 14
CON 15
INT 14
WIS 10
CHA 17

Traits:
Focused Mind
Extremely Fashionable (I wanted a social skill to take advantage of that high Charisma)


I know Augment Summoning doesn't work on the Eidolon. I picked it for when I have to Summon Monsters.

I guess I will have to pick a different feat for 9th level.

I thought a lot about the Half Elf. The favored class bonus is very tempting but I just like the flavor of the Gnome better.

My goal for my Summoner is to buff my Eidolon and then provide battlefield control.


Musketeer isn't PFS legal unfortunately.


What are some good traits for the Summoner?


Mainly just tank and do damage. Oh yeah, the other thing Biped had going for it is increased reach when he gets Large.

I was going to spend my eidolon skill points on Acrobatics, Perception, Sense Motive, and split between Climb, Fly, and Swim.


I am making a Summoneras my next PFS character.

Zander
Gnome Summoner

STR 6
DEX 14
CON 16
INT 12
WIS 10
CHA 18 All attribute points go into Charisma

Feats
1) Spell Focus (Conjuration)
3) Augment Summoning
5) Extra Evolution
7) Extra Evolution
9) Extra Evolution

Skills: Knowledge (planes), Spellcraft, Use Magic Device

Traits: ??? No clue what traits to pick

Now on to the Eidolon.

I am torn between the Quadruped and the Biped. I like the higher Strength and better Will save on the Biped. However the Quadruped can learn Pounce.

Any suggestions and/or criticisms are appreciated.


Also even if you use the detect spells out of combat, unless you are a paladin, it takes 18 seconds to get all the information from them. That's a lot of time. Especially mid-conversation. It may be workable during exploration, but if they really think they are going to sweep and entire dungeon with the Detect spells, then that is going to take hours.

As for maps, I like to have them pre-drawn. When I ran HoH, I had the entire prison mapped out on gaming paper. Pausing at the beginning of combat to draw the map really takes players out of the immersive experience.

You should definitely use the haunts in Harrowstone, even if you don't want to use the haunt mechanic, having all the spooky and creepy things happening to them helps them realize they are actually in a seriously haunted prison.
What sane person splits up to go wandering around a haunted prison? If they continue to do so, use the encounters to punish them. There are several monsters or haunts in the prison that would be extremely challenging or downright deadly to a solo character.
If you don't want to kill off a character completely, just knock them unconscious and let the rest of the party find them later, perhaps in a creepy position, like hanging from the ceiling with hooks in them, or tied to the rack, or locked in cell wearing prison garb.


Why can't you have a Potion of See Invisibility?


Very interesting little trick. I don't know how I looked over gifted adept, probably because I don't usually want to specialize overly much in a single spell.


@Taenia: What leads you to that conclusion? It says you can mimic the sound of talking, singing, or shouting. Nothing about the words being unintelligible.

@XMorsX: Can you elaborate on Gifted Adept? What sourcebook is it from?


Gunslinger needs Rapid Reload way earlier in the build... probably at 1st level. Also how are you making use of Two-weapon Fighting as a human?


What do you consider to be the best traits to pick for a Druid?

Reactionary and Focused Mind are good and all, just seem a little boring since those are go-to traits for any caster.

Are there any traits out there that are excellent specifically for the Druid? I have thought about Other World Magic to pick up Ghost Sound so the Druid can communicate during Wild Shape without have to pick up Wildspeech as a feat.


Where does it state that morale bonuses are mind affecting?


I definitely second evil eye. It affects them even on a successful save. You can debuff a variety of stats with it. You can extend it with cackle. All good stuff.


+2 Furious Courageous Falchion, Adamantine if you can swing it, but I'm guessing that is over your price range.

Seriously though, Furious and Courageous are the best weapon enchants for a barbarian.

If not that, then the Cloak of Protection +5 is your best bet.

Even if you don't have any skill at flying, most magic gives you a maneuverability of good, which gives you a +8 bonus to the skill.


Stand Still doesn't work with reach weapons.


Bard makes an excellent NPC companion for the party.
They know things and make the PCs better at what they do. Just don't let the party use the bard NPC as the party face.


SLA's use 10+spell level+Cha


True enough. It is RAI. Obviously it is meant that you are taking extra care to steady your rifle for your very next shot that round. There is no RAW in this case however, unless there has been an FAQ ruling on the matter.


Steady aim works for that turn only.


Steady Aim works for one shot.


Don't multiclass into alchemist at all. Stay pure witch.


So no one in Golarion has invented polarized sunglasses yet?


Batman is almost certainly lawful good. He has a personal code that he adheres to, even to his detriment. He's not paladin good, but he is absolutely lawful and definitely has a great many good tendencies.

One could argue that his alignment oscillates between lawful neutral, lawful good, and neutral good.


Ninja is definitely the way to go for Batman. Maybe some monk levels or the new Brawler class, but most of your levels should be ninja.


How are they not as flexible as a wizard? If anything they are more flexible.


If I were going to make an archaeologist that focused on 2H Power Attacking, I'd use a Longspear. You get the advantageous Power Attack ratio without having to be on the front line.

Combat Reflexes and Power Attack are the only two combat feats you really need. Your other feats can go to improving your bard abilities.


I would leap at the chance to play a Scarred Witch Doctor.
STR 13 DEX 17 CON 20 INT 13 WIS 10 CHA 10

You'll be a caster that has the HP of a front-line fighter.
Trade Orc Ferocity for Sacred Tattoo for +1 to all saves

Take Improved Initiative and Extra Hex as your feats, or Extra Hex twice.

Evil Eye, Cackle, Slumber, Misfortune: Pick 2 or 3 depending on feat choices. I'd probably go with Evil Eye, Cackle, and Slumber. Pick up Misfortune next level.


Elven eyes would probably also have a tapetum lucidum layer at the back of their eyes. Which is what makes many animal eyes seem to glow in the dark. It's a layer of reflective tissue that bounces light around in the eye to intensify it.


Cayden Cailean and Sarenrae are decent for an inquisitor. The Rapier and Scimitar are good weapons for sword and shield.

Why did you choose longsword?


Celestial Armor


An Aasimar who invests 8 levels of FCB into Inspire Courage could max out Inspire Courage with the BotAK by level 9.


Rapier is favored weapon of Cayden Cailean.
I considered scimitar, but Sarenrae's domain powers leave a lot to be desired for an inquisitor.
Plus a good who favors loot, drinking, and wenching seems more up a dwarf's alley.

Another reason for a higher STR is armor is heavy.


Why can't the Sorcerer cover the "Face" skills? That would just leave you to cover holes in the knowledges, which is much easier.

Also if the cleric player builds his cleric correctly, he can be a pretty solid frontline.


What about a stat array of:

STR 15
DEX 14
CON 16
INT 10
WIS 15
CHA 8

I could use my first to attribute bonuses to even out STR and WIS.


I have adjusted his stats to be STR 14 DEX 14 CON 16 INT 10 WIS 16 CHA 8

I didn't want to dump CHA too low because I do want to use CHA based skills and dwarves are already fighting that -2 penalty. It does suck to only have +2 to hit at level 1 however, which was my main reason for increasing STR in the first place.

I will swap Shield of Faith for Protection from Evil since they provide the same bonus to AC and Protection from Evil also protects against summons and evil spells.

I did not choose Cure Light Wounds because casting the spell isn't THAT much better than just using a wand. I will pick up Cure Moderate Wounds et al when I attain those levels.

I picked Magic Weapon with the idea to swap it out at level 5. Sometimes you really need to have a magic weapon at low levels.
Other than CLW is there something better that I should choose?

The reason I chose the Rapier is because Inquisitors can get a lot of static bonuses to damage and thus benefit greatly from a high crit chance. I also planned on using the Outflank / Paired Opportunists combo.
I have him using Rapier and buckler wearing medium armor.

I chose the Travel domain. It really seemed to be the best choice, especially for a dwarf.

I do like the idea of picking up a level of Fighter at first level, switching to the Longhammer, heavy armor, and boulder helmet and then picking Defender of the Society for my 2nd trait. But I kind of wanted to stay straight Inquisitor because I've never played one before.

Improved Monster Lore does look very good.

If I just take Heavy Armor Proficiency, I would wait until level 3 to take it at the earliest. A level 1 character cannot afford any of the heavy armors and it seems silly to waste my only feat on something I can't use yet.

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