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Mazikeen's page
Organized Play Member. 43 posts (44 including aliases). No reviews. No lists. 1 wishlist. 8 Organized Play characters.
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zza ni wrote: Wonderstell wrote: Human Sorcerer, Phoenix Bloodline, with Elemental Spell Metamagic and Additional Traits.
NPCs don't normally get traits but they do qualify for Additional Traits. With it you'll take Magical Lineage keyed to one of the damaging cantrips such as Acid Splash. Then they can cast Elemental Acid Splash that deals fire dmg while keeping it as a 0-level spell, and use the Phoenix bloodline ability to instead heal the target.
It's not fast, but it is completely free healing available between fights. Buy Acid (10 GP) as a Focus Component to always heal a minimum of 1 HP.
For condition removal I propose some clerics with the Freedom subdomain. Liberty's Blessing allows you to reattempt failed saving throws after they've happened, and you can do so until you succeed. You must however be able to take swift actions so it won't help against petrifaction or such conditions. But curses, blindness, permanent negative levels, etc are all fair game.
can work without traits if you go with:
unicorn bloodline, Gathlain, with the Dryad's Apprentice feat (need 13 cha). can heal 4 hp each round to any one person he can see. (so better range then the phenix bloodline using cantrip's range)
just carry a club (cot 0 gp) to work with.
also he get fly speed, so in the open can be healing way above without being in reach of anything dangerous. Too good! This is perfect, thank you, you evil geniuses.
Neriathale wrote: Ratfolk hunter with 18 Charisma, Animal Affinity feat and Beast Bond trait gets a base 11 with +4 when handling rodents and an additional +4 for handling their animal companion, which can be a giant rat for a total of 19. There’s a specific riding rat companion animal in the monster codex that fits nicely.
It's beautiful, I love it.
Trying to build a few level 1 animal trainers for my caravan, to train our critters new tricks, and manage the mounts. Looking for ideas of builds and items, any race.
What's the best healer that can be built for level 1? My DM is letting me build a few of my NPCs for the Leadership Feat. My score is maxed, so I'm gonna have a lot of guys, so I wanted to try and optimize a few of them and making a few good healers would be a relief. I've never built a divine caster before so I'm a bit out of my element.
I was so bummed that Arazni just got blown up and written out of the campaign! She was one of the coolest parts of this adventure, she set it apart from older tar baphon stuff.
pad300 wrote: Mazikeen wrote:
I was under the impression that if you had a part of the Shield of Aroden, you could pass through the Great Seal without breaking it.
I'm pretty sure that's not the case; doesn't TB have one permanently welded into him (pre Tyrant's Grasp) : "Initially, the Tyrant tried to get rid of the burning shard of the Shattered Shield of Arnisant (as the Shield of Aroden became known after it was shattered) still lodged within himself"?
Actually, in dungeons of Golarian it says:
The Knights of Ozem have feared for many years that the power of the Great Seal is waning, and that the Whispering Tyrant might soon be free. Instead of waiting for the seal to fail, they have decided to send a group of heroes inside Gallowspire itself to attempt to find the lich’s phylactery and destroy it before he can escape. Using a fragment of the Shield of Aroden, the Knights can transport the PCs into the dungeon just beyond the Great Seal.

Pnakotus Detsujin wrote: Greetings.
If you want to have your characters go down inside Gallowspire, i would suggest a kind "far finale" scenario, which have your players a 8 years timeskip, and then have them play the s10.98 pathfinder scenario Siege of Gallowspire, which sees them as veterans being contacted by pathfinder society to lead the exploration.
In this way, you can have your level 15 players actually enjoy having reached such threshold and become something important in Ustalav, or having other adventures, when then the time comes to return again to a very different gallowspire.
Obviously, at the end of the dungeon they should find the WW. Either himself, or a non mythic version of himself created by a certain obelisk, which is eager to punish the players for having stopped "his" freedom 8 years before.
This is a really handy suggestion, thank you! I've been surprised and rewarded by the number of scenarios that are relevant, Hungry are the Dead has a bit about people taking down lesser seals.
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I came here for advice on a 20th level wizard build and ended up rolling thanks to this nerd flame war from 2013.
Benjamin Debrick wrote: gnoams wrote: Coordinated charge is what you are missing.
If they are to be mounted, then cavalry formation is a must as well. Three cavaliers, spirited charge, coordinated charge, and lances = instant death.
Throw in the Distracting Charge teamwork feat too. oooo both of these are exactly the kind of thing I was looking for. Thanks!

Ryan Freire wrote: You could make one of them a sword and board "sister in arms" cavalier basically co-opting the mechanics without the fluff and build it as just the most obnoxious tank, using aid another to shoot up AC or in harms way to take hits for more damaging cavaliers. That's a great idea. Talking feats - Antagonize or call out to lock in a foe? (Standard action). Combat Reflexes is a must. Not sure if the classic combat patrol/stand still is worth it here (Combat Patrol is a full round action, but it extends your reach, combined with Stand Still says when you smack someone with an attack of opportunity they can't keep moving)
Extend the Bullwark (Free Action) would probably be the teamwork feat for this guy at 3rd. You get bodyguard for free, so maybe we should pick up In harm's Way (immediate action) lets you take the hit for you buddy.
Do you think following the Vanguard Style (attack of opportunity) tree of feats is worth while? First one lets you aid your buddies reflex saves. Vanguard Ward (combine the expended attack of opportunities from bodyguard+vanguard).
Harrying Partners probably as the next teamwork feat, lets your aid another last a round instead of just the first attack against that ally. I could also consider the Scarlet Rose Devotion, which is a little silly with the order of the dragon but it lets you aid those saves an immediate action? Of course, I could save those immediate actions for Saving Shield, which lets you grant a +2 shield bonus to ac of a defending ally.
A bunch of these feats come together to let you get Vanguard Hustle. It lets you add half of your shield’s enhancement bonus to the shield bonus to AC that you grant to an ally using the Saving Shield feat. While using Vanguard Style, whenever you increase your threatened area with Combat Patrol, your ward retains the bonuses of Vanguard Style as long as he remains within your threatened area, and you can use Bodyguard, Saving Shield, and Vanguard Style whenever an ally that is within this threatened area is the target of an attack.
Maybe a halfling to get the helpful trait?
Benevolent weapons/armor, ring of the master tactician...What am I missing?

VoodistMonk wrote: Won't lie, the entire concept of Undead Cavaliers is just stupid. Why would a high level dungeon be designed to include such things?
Undead cannot receive Moral bonuses, which is the source of 90% of their Challenge bonuses. This is effectively eliminating a big feature of the class, a feature that is often considered to be a strength of the class.
Other than that little detail, I think a Mother's Fang Intimidation build could be cool. Undead need Charisma, so it shouldn't be hard to pump up Intimidate sky-high. Maybe sneak in Skill Focus and Signature Skill, really get people shaking in their boots. It's a ghoul, riding a giant snake... it's scary. Or possibly could be, if built right.
A very good point. Truthfully, the Dungeons of Golarian Gallowspire was not super thoughtfully created. It hand-waves a lot of very high level characters which are cool when named but doesn't leave you a lot to go on.
Intimidate would be a satisfying, especially in a sepulcher. I had been thinking an undead mount - but undead snake takes it to the next level! I couldn't see a crusader using one, but maybe it crawled into his crypt and that was what caused him to turn?

avr wrote: Three level 14 characters with NPC wealth against five level 16/17 characters with PC wealth is a speed bump. I wouldn't spend too long preparing it. By that level the encounter needs to be CR=APL+4 so ~20-21 to be worth worrying much about.
The dirty trick guy gets improved/greater/superior/quick dirty trick as well as dirty trick master (& of course dirty fighting). They have a couple of bonus feats and one more just from level, plus tactician/greater; maybe get the kitsune style line and coordinated maneuvers/outflank as their teamwork feats.
Charger in a dungeon as an undead; the ghost rider archetype is calling. Get the charge through feat (so they're not forced to charge the front line) and power attack/improved overrun/greater overrun, and mounted combat, ride by attack and spirited charge, and maybe furious focus and trick riding. A ghost rider doesn't get tactician etc.
Order of the ronin is good enough. You might polish these more, but they're a speed bump. Don't spend too much time.
This is really helpful, thanks for pointing me in the right direction! I'd rather up their levels than downplay the encounter, would you bump the levels to 16?

avr wrote: Tactician opens up tricks like tandem trip, outflank and harrying partners. A group of tacticians...well, I guess they wouldn't need to spend actions setting up the teamwork feats if they already shared said feats anyway.
14th level is high enough level to make any sort of melee. A TWF cuisinart like your idea, a tripper, grappler, dirty trickster or sunderer, an ubercharger, the intimidate build from Hell - and yes a cavalier could do any of these.
Do they have to show up for more than the length of a single fight?
The fight is from Dungeons of Golarian (Gallowspire), which has a map but not a recommendation of how to pace the fights. I had assumed just once, but there's room for interpretation. It's supposed to be a CR 16 fight, but I think my players (alchemist, investigator, bloodrager, paladin, inquisitor, all lvl 16) might be better erring on the side of CR 17.
I love this opportunity for such combat maneuvers. Hard to say no to the ultimate charger in the situation. Dirty tricker is pretty damn funny...
I'm working on a trio of 14th level cavaliers, who fought in the Shining Crusades and have risen as ghasts. I'm sure there's a clever way to utilize a group of tacticians, but I don't know it.
I'me thinking about building one disciple-of-the-pike Archetype, Order of the Dragon, Scimitars with versatile design weapon mod,so they count as the polearm weapon group, which means they now work with the Weapon Training you get from disciple of the pike.
I'd love to hear your ideas!
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Lemartes wrote: Thanks. :)
Don't forget her Ecorche bodyguards posing as halfling servants. :)
OOOOH that's so gross and cool
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Scott Wilhelm wrote: Mazikeen wrote: @Melkiador She definitely has to be undead, Does she? She can't be an evil Outsider or some kind of long-lived Aberation? Honestly, when I first suggested a fat girl with grappling and Swallowing Whole, my first thought was Froghemoth, but a person: some kind of person-like Froghemoth.But why not a girl-Nalfeshnee Demon, or something that looks like one?
It's all good. If you want her to be another Undead, like a Boatmage-Lich, that's fine. I'm just asking/observing. I suppose this makes sense. I was originally suprised by the number of daemons that were hanging out with the whispering way. It just didn't occur to me that things that weren't undead or undead aspiring would be into it. But a daemon from Charon's court makes total sense as well.

pad300 wrote: Ok, as a plot point, your PC's would have to be utter morons to be contemplating breaking the great seal to get at TB. He's been known to kill gods... they aren't gods, and are presumably not interested in letting TB loose on the world.
So you need to add something special to the plot, a way for a band of mortal types (your current party) to sneak past the great seal ( and theoretically sneak back)... What the PC's don't know is that this is a trick, set up by the Whispering Way, that will in fact weaken the seal. Thus enabling TB to actually break out in Tyrants grasp (ie now he can cast his spell effectively); the whole plot is in fact, all their fault... Should produce some motivation.
PS. I wouldn't worry too much about the lower levels. Once you get past the great seal, don't pull any punches, and you should see a TPK pretty quick.
I was under the impression that if you had a part of the Shield of Aroden, you could pass through the Great Seal without breaking it. I thought it could make sense if the sphinx guardian maybe had a piece of that shield. It states in Dungeons of Golarian that the sphinx is prevented from aging due to the great seal, but I figured that could easily enough be from possessing a shard of the shield in proximity to the seal. I was thinking of letting party talk t the sphinx and maybe try and convince her to let them use it.
I like the idea of the party bringing about the freeing of Tar-baphon.
In Tyrant's Grasp so it would fit in nicely.

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Lemartes wrote: Since this has become very collaborative I'll concede on the skinny part and go with the "brickhouse"!
I had a thought last night...as above Gingerbread Witch until I think 11th level to get swallow whole. Then Bloat Mage!
"You other brothers can't deny"
That's a great suggestion, I love that. Tar-Baphon did study up in Varisia back when he had his mortality, where bloat mages are from even.
@Melkiador She definitely has to be undead, but that can easily be added thanks to the multitude of undead templates that exist now. Which one is the right one is the question.
@CorvusMask I think you're right, it's easier to see Tar-Baphon with himself than anyone else. He isn't a thing one can easily picture as, say, caring about anyone else. I think it's a good concept. In Dungeons of Golarian, on this same level as his consorts, body guards and generals they include a simulacrum of Tar-Baphon that doesn't blow to pieces when destroyed, and this could totally fit that idea.
It's worth mentioning, it uses the word consorts, not consort. So, there could be multiple.
Kasoh wrote: A variant Charnel God of Aroden. Could change its type to undead, but I feel like this still works. And is CR 23.
This message brought to you by the National Council of Tar-Baphon/Aroden shipping.
OH. OH GOD. I didn't know about these. What an idea. That's delightfully twisted. I like this.
@VoodistMonk
I do enjoy the idea of her being big, especially since Tar-Baphon so skinny
VoodistMonk wrote: Divine Paragon Cleric-5/
Evangelist PrC-10/
Agent of the Grave PrC ???
Divine Paragon/Evangelist is a fun combination... giving you six Boons; all of the Evangelist Boons, and your choice of the Exalted or the Sentinel Boons. It's not overly powerful, but it has a lot of flavor.
I love this idea, I was actually considering the Evangelist and the Agent of the Grave but I didn't know about the Divine Paragon. Stacking these is a huge flavor win.
The simulacrum is an interesting idea - there is supposed to be a legit simulacrum in the lower crypt as well, it'd be funny to just have it be a simulacrum with boobs.
Adding the gluttony aspect I hadn't considered, I like the winter witch + swallow whole concept, and a stomach that leads to a mythic bag of holding would actually be quite the trap.
So in Mythic Realms it says Tar-Baphon had Urgathoa hide his phylactery. In Dungeons of Golarian, it says that the level before Tar Baphon contains his closest allies, including his consort. I'd like to build a rad Urgathoan girlfriend, with a CR of 23. I'd really appreciate help.
So in Mythic Realms it says Tar-Baphon had Urgathoa hide his phylactery. In Dungeons of Golarian, it says that the level before Tar Baphon contains his closest allies, including his consort. I'd like to build a rad Urgathoan girlfriend, with a CR of 23. I'd really appreciate help.
Firebug wrote: Blade of Three Fancies for +4 Sacred bonus to perform. Doesn't even have to be wielded, just within 10'. A bit expensive at 5,248 gp, but its also a +1 glaive that allows color spray 1/day.
If you want to work in feats, Deific Obedience has a few that give a large bonus. Calistra is +4 profane or sacred bonus to all charisma based checks & skills for example.
Artistic Ale is a +2 alchemical bonus for 6 hours(so 6 times longer than the lozenge) to all perform checks (not just sing), but also costs 6 times as much.
These are excellent suggestions! I love that the glaive just has to be close by. I think it's funny that the glaive gives the sacred bonus vs deific obedience, but I'm not looking a gift horse in the mouth.
This brings the bonus up to 42 without ranks - simply amazing.
Meirril wrote: Lets not ignore the allies from Leadership. Lets just assume you don't need to do the ritual until you get a Leadership score of 10+ so you actually have 5 or more 1st level followers. Each of the 1st level allies can perform Aid Another and if you can take 10, so can they and that means they auto succeed. Cohort + 5 1st level allies = +12 bonus to performance. Thinking smarter, not harder over here. This is a great suggestion that I feel dumb for not having thought of already. Thanks for pointing it out!
LordKailas wrote: An Altar of Shelyn grants a +2 circumstance bonus for 24 hours. Of course the user has to actually worship Shelyn which may or may not be an issue.
This is a cool, flavorful addition. They hadn't picked a god yet, this can inform that choice.

So, my players have reached the final phase of Carrion Crown
Dungeons of Golarian leaves a lot of holes for you to fill in the details. So that's what I want help with now.
The Well of Tears has a mithral gate that is described as CR 15, with strange gravity to allow you to walk down the walls of the inner tower, with small inner
chambers with "powerful guardians and wards," left unspecified. What would you include on this path? I'm thinking maybe a symbol of weakness, and to draw on the beastiary in the back of Shadows of Gallowspire I thought maybe it'd be fun to include a Morrigna Psychomp, and a wing of 8 gargoyle guardians to alert her, but if anyone's got anything spicier I'm interested.
By the way, the party is an alchemist, an investigator, an inquisitor, an oracle and a paladin, all at level 16.
So the next part of Gallowspire is listed as The Great Seal, at CR 15. This level is for proteting the great seal, and it's supposed to have more traps - suggestions? Maybe Greater Positive Pulse as a symbol or something? But it's also supposed to have 3 ghast cavaliers at level 14 (old crusaders buried here) that can tell you about the history once beaten. If anyone has a cool build for these guys or suggestions I'd love them, I've never played a cavalier.
Additionally, "One loyal servant to the Whispering Tyrant can be found here. Her name is Iliamaniss (NE elf vampire druid 14)— she has been scheming for nearly 100 years, trying to find a way to undo the Great Seal, and she’s claimed several rooms in the dungeon as her workshops and chambers for powerful elemental and undead minions." So this is fun and offers some neat opportunities. Got any favorite underutilized plant creatures, or plant related undead suggestions? Magical experiments gone wrong?
Another by the way - my goal is to have the party confront the Whispering Tyrant himself at the end at level 20, and get killed to lead into the next campaign Tyrant's grasp. In the beginning of Tyrant's Grasp [Spoilers] your players are dead. I want to adapt part one of that adventure path The Dead Roads to fit around this conclusion to Carrion Crown [/Spoilers]
Shadnusaptera (LN sphinx oracle 12) is the final guardian of the seal. How did they write in a guardian sphinx and not include a riddle? Thoughts on mystery/curse? I figured a petrifying trap or creature here would be cool too.
Beyond the gate there is a ruined level, with a powerful ghoul calling himself the Prince of Fangs (CE male ghoul wizard 17) - how you gonna tell me level 17 wizard and no more details? Id appreciate advice on this as well, cus damn there are a lot of wizard choices to make by level 17, and I have not played one either.
The upper crypts are supposed to be cr 18, and just full of bodies and minor undead. I'm thinking morgs, and juju zombies with brawler levels for combat maneuver, aid another overwhelming tactics
Then we've got the catacombs, which are CR 19 and supposed to contain just all the bones - all skeletons and floor bones, hiding level 18 rogue and fighter skeletal champions. This part does make mention of unique all bone critters down here, but this did come out when only beastiary 1 + 2 were out - does anybody know about any cooler big skeletal beasties? Additionally, there's a ancient black dragon ravener named Istravek, which is hella cool, and a room with I'm guessing like 6 demiliches, and maybe another haunt like the library of Renchurch?
The Silent Shrine is our first CR20, featuring a level of evil shrines where positive energy doesn't work to hurt undead and a cool undead trio - Crying Kings (NE mummy wizard 19). Again with high level wizards with no stat blocks. I'm thinking i'll include the Shadow Cleric (cr 17 cleric of norgorber) from the npc codex, and some Masters of Undeath (cr 14 clerics of urgathoa) from the same.
The Black Caverns are CR 21, natural caverns with a negative energy crystal. SO I'm going to include every type of Nightshade, some shadow ropers, and an Oblivion (CR 20 ooze from the plane of negative energy).
The Pillar (CR 22) offers just about nothing in the way of suggestion other than a bunch of high level casters. I'm thinking Doomsayer (cr 19) a level 20 bard in the npc codex, supreme hunter lvl 20 ranger as a ghoul from the same, blade lord lvl 20 rogue as a vampire, Arisen Sorcerer lvl 20 sorcerer as a lich, mithral wizard CR 19 Fighter 2, evoker 8, eldritch knight 10 as a grave knight, and Darkstar (Halfiling Rogue 10, Shadowdancers 10) as a ghost.
Now, the last two levels offer the greatest challenge to the players and the dm. The lower crypts (cr 23) has the tyrant's greatest generals, bodyguards and consorts, as well as a dank clone of tar-baphon. So this is one of the biggest brainstorm projects along here. I think I will use Erum-Hel (Male unique mohrg assassin 10/trickster 6) from Undead Unleashed, he beat the then mortal iomedae during the shining crusade. I'm thinking I'll build a Cavalier Bodyguard wraith lvl 20. But I'd like to build a rad mythic Urgathoan girlfriend but I'm not sure which way exactly to go with that, and a unique gargantuan undead.
And then there's tar baphon, from mythic

So, my players have reached the final phase of Carrion Crown (Spoilers!)
Dungeons of Golarian leaves a lot of holes for you to fill in the details. So that's what I want help with now.
The Well of Tears has a mithral gate that is described as CR 15, with strange gravity to allow you to walk down the walls of the inner tower, with small inner
chambers with "powerful guardians and wards," left unspecified. What would you include on this path? I'm thinking maybe a symbol of weakness, and to draw on the beastiary in the back of Shadows of Gallowspire I thought maybe it'd be fun to include a Morrigna Psychomp, and a wing of 8 gargoyle guardians to alert her, but if anyone's got anything spicier I'm interested.
By the way, the party is an alchemist, an investigator, an inquisitor, an oracle and a paladin, all at level 16.
So the next part of Gallowspire is listed as The Great Seal, at CR 15. This level is for proteting the great seal, and it's supposed to have more traps - suggestions? Maybe Greater Positive Pulse as a symbol or something? But it's also supposed to have 3 ghast cavaliers at level 14 (old crusaders buried here) that can tell you about the history once beaten. If anyone has a cool build for these guys or suggestions I'd love them, I've never played a cavalier.
Additionally, "One loyal servant to the Whispering Tyrant can be found here. Her name is Iliamaniss (NE elf vampire druid 14)— she has been scheming for nearly 100 years, trying to find a way to undo the Great Seal, and she’s claimed several rooms in the dungeon as her workshops and chambers for powerful elemental and undead minions." So this is fun and offers some neat opportunities. Got any favorite underutilized plant creatures, or plant related undead suggestions? Magical experiments gone wrong?
Another by the way - my goal is to have the party confront the Whispering Tyrant himself at the end at level 20, and get killed to lead into the next campaign Tyrant's grasp. In the beginning of Tyrant's Grasp [Spoilers] your players are dead. I want to adapt part one of that adventure path The Dead Roads to fit around this conclusion to Carrion Crown [/Spoilers]
Shadnusaptera (LN sphinx oracle 12) is the final guardian of the seal. How did they write in a guardian sphinx and not include a riddle? Thoughts on mystery/curse? I figured a petrifying trap or creature here would be cool too.
Beyond the gate there is a ruined level, with a powerful ghoul calling himself the Prince of Fangs (CE male ghoul wizard 17) - how you gonna tell me level 17 wizard and no more details? Id appreciate advice on this as well, cus damn there are a lot of wizard choices to make by level 17, and I have not played one either.
The upper crypts are supposed to be cr 18, and just full of bodies and minor undead. I'm thinking morgs, and juju zombies with brawler levels for combat maneuver, aid another overwhelming tactics
Then we've got the catacombs, which are CR 19 and supposed to contain just all the bones - all skeletons and floor bones, hiding level 18 rogue and fighter skeletal champions. This part does make mention of unique all bone critters down here, but this did come out when only beastiary 1 + 2 were out - does anybody know about any cooler big skeletal beasties? Additionally, there's a ancient black dragon ravener named Istravek, which is hella cool, and a room with I'm guessing like 6 demiliches, and maybe another haunt like the library of Renchurch?
The Silent Shrine is our first CR20, featuring a level of evil shrines where positive energy doesn't work to hurt undead and a cool undead trio - Crying Kings (NE mummy wizard 19). Again with high level wizards with no stat blocks. I'm thinking i'll include the Shadow Cleric (cr 17 cleric of norgorber) from the npc codex, and some Masters of Undeath (cr 14 clerics of urgathoa) from the same.
The Black Caverns are CR 21, natural caverns with a negative energy crystal. SO I'm going to include every type of Nightshade, some shadow ropers, and an Oblivion (CR 20 ooze from the plane of negative energy).
The Pillar (CR 22) offers just about nothing in the way of suggestion other than a bunch of high level casters. I'm thinking Doomsayer (cr 19) a level 20 bard in the npc codex, supreme hunter lvl 20 ranger as a ghoul from the same, blade lord lvl 20 rogue as a vampire, Arisen Sorcerer lvl 20 sorcerer as a lich, mithral wizard CR 19 Fighter 2, evoker 8, eldritch knight 10 as a grave knight, and Darkstar (Halfiling Rogue 10, Shadowdancers 10) as a ghost.
Now, the last two levels offer the greatest challenge to the players and the dm. The lower crypts (cr 23) has the tyrant's greatest generals, bodyguards and consorts, as well as a dank clone of tar-baphon. So this is one of the biggest brainstorm projects along here. I think I will use Erum-Hel (Male unique mohrg assassin 10/trickster 6) from Undead Unleashed, he beat the then mortal iomedae during the shining crusade. I'm thinking I'll build a Cavalier Bodyguard wraith lvl 20. But I'd like to build a rad mythic Urgathoan girlfriend but I'm not sure which way exactly to go with that, and a unique gargantuan undead.
And then there's tar baphon, from mythic
I'd be interested in what you ended up doing, I'm facing the same situation now.

Temperans wrote: Well Aid Another gives at least +2 untyped per person, and generally you can have more than 1 helper (unless something prevents multiple).
Mundane items:
* Dancer's Garb - +2 circumstance as Masterwork Tools.
* Perfume kit - +1 circumstance, 4 hr duration.
* Tome of Epics - +2 circumstance perform (sing), 24 hr duration.
* Artistic Ale - +2 alchemical bonus, 6 hr duration.
* Instrument of the Divine - +# of channel energy dice sacred/profane on next perform check.
Magic items:
* Phantom Entourage - +1 perform (sing), 1/day 6 hr duration.
* 4 leaf clover - +2 luck on a single check, 3/day.
Feats:
* Basic Harmony - replace Aid Another bonus for: "+1 for each 5 points of the check result, -5 on a failed check".
There are a few builds that makes Aid Another much better. And there probably are some feats and archetypes which help.
Remember Competence bonuses don't stack, but circumstance bonuses (not from the same source) do.
I didn't realize circumstance bonuses from different sources stacked, that's great news! I also didn't realize how many mundane items that could be of use. Thank you so much!
LordKailas wrote: Some additional items
Lozenge of the songbird +2 alchemical
Harmonizing armor enchant +5 competence
Dirgesinger’s Choir +4 circumstance
Periapt of Temporary Familiar (butterfly) +3 untyped
and spells
Tap Inner Beauty +2 insight
Song Bird +3 untyped
Lozenge of the song bird had me laughing, that's great. Harmonizing armor and the dirgesinger's choir are priced for the bard bonuses they give, but I love the flavor of the dirgesinger's choir.
Unfortunately, they went with a thrush familiar already (and are planning on upgrading with the improved familiar at 7) so the peripat won't work, but it's a good to keep in mind.
The spells are great! Thanks
Claxon wrote: Don't know how much cost factor into your plan but Improved Ring of Inspired Performance is a +10 to any perform check.
Take 10 will get you up to a 20 on the check. Now you just need 8 more.
Put at least one rank into it and have it as a class skill and you'll have a 24. Charisma 18 gets you to 28.
Unfortunately that one is 3rd party, otherwise it would be great!
marcryser wrote: It isn't on the witch spell list, but it's a snd level spell so the scroll or the UMD to make it work isn't that difficult...
Visualization of the Mind
Choose a single mental ability score (Charisma, Intelligence, or Wisdom). You gain a +5 bonus on ability checks and skill checks associated with that ability score.
This is super handy - love when they just write "bonus" with nothing right in front of it.
Cavall wrote: Songbird spell would add a flat 3.
Enhancing charisma with a splendour of eagles scroll is dirt cheap too. That would add +2.
Great suggestions! These get me to an average bonus high enough to make the rolls. Scrolls of this are cheap, or getting nerds to cast it for us would be really easy.

I'm playing in a party of changelings who want to be a coven. As per the Blood of the Coven rules, you don't need a hag if you have three changelings. One of the players is going max charm - enchantment/illusion and leadership. We'd like to use that for recruiting more members for the coven. According to Blood of the Coven, the ritual for inducting more members into a coven beyond three includes two perform (song/dance) checks of 28. So now I'm looking for ways to boost the face's perform check while minimizing the necessary ranks needed to put in to get there. Here are the items I've found so far -
Cracked Magenta Prism Ioun Stone +2 Competence Bonus to a skill of your choice 800gp
either/or
Bracers of the Glib Entertainer +5 Competence Bonus to Perform + glibness 1p/d 7,900 gp (wrist slot)
Cracked Pink and Green Sphere +1 bonus (untyped?) to one charisma skill 200gp
True Skill Potion Cl 10 +5 insight 500 gp
Masterwork Tools +2 Circumstance bonus 50gp
I'm hoping to find more slotted items, other bonuses that can fit in with the others, maybe use some leadership nerds to shore them up?

I'm playing in a party of changelings who want to be a coven. As per the Blood of the Coven rules, you don't need a hag if you have three changelings. One of the players is going max charm - enchantment/illusion and leadership. We'd like to use that for recruiting more members for the coven. According to Blood of the Coven, the ritual for inducting more members into a coven beyond three includes two perform (song/dance) checks of 28. So now I'm looking for ways to boost the face's perform check while minimizing the necessary ranks needed to put in to get there. Here are the items I've found so far -
Cracked Magenta Prism Ioun Stone +2 Competence Bonus to a skill of your choice 800gp
either/or
Bracers of the Glib Entertainer +5 Competence Bonus to Perform + glibness 1p/d 7,900 gp (wrist slot)
Cracked Pink and Green Sphere +1 bonus (untyped?) to one charisma skill 200gp
True Skill Potion Cl 10 +5 insight 500 gp
Masterwork Tools +2 Circumstance bonus 50gp
I'm hoping to find more slotted items, other bonuses that can fit in with the others, maybe use some leadership nerds to shore them up?
Love the idea of Beguiling gift for a spell hex.
Spellguard Bracers are a good find for like, the whole party.
Really appreciate the list of Rods! These are great suggestions, thanks guys.
avr wrote: What is their plan? Standard witch debuffer or anything more complex?
They are actually planning to go enchantment and illusion, preventing combat by hiding the party and enchanting the combatants, max charm with a bit of heals. We have another witch in the party who is going to go the classic debuffer/controller. We also have a hexcrafter magus and a cavalier in case things go sideways.
Great idea with the improved familiar ill omen wand, they wanted to take improved familiar anyway so it also fits in nicely. I hadn't heard of Dweomer Essence or Stone Alliance, those are excellent.
I'm helping a friend build a seducer witch kitsune for our coven party for our upcoming run of Reign of Winter. I've helped them plan their feats and hexes, and I've looked at some traits, like Mediator.
Now I just need to find cool items for them to look for. I've got all the standard witch items, like the Cackling Hag's blouse, Shawl of the Crone, Corset of Dire Witchcraft, considering the Iron Collar of the Unbound Hag, and the threnodic rod, but beyond those standard witch items and the big six, what should they be aiming for?
Rakshaka wrote: God, I haven't been on these forums in what feels like years. Just want to thank anyone that's still getting use out of these conversions, mods, and reviews. I loved running Carrion Crown, even as the players abilities overpowered the horror aspect of the campaign. Currently I am doing the following:
-Playing Reign of Winter, but over the course of the year, we've played six times. Scheduling conflicts are the real party killers. However, we are playing tomorrow, and as I remember, they are legacy characters from Kingmaker (the sons and daughters of our PCs in hat AP)
-Upon competing Runelords, will be running either Crimson Throne or Shattered Star. Still weighing support for both APs.
After several years, my players too are approaching Gallowspire. I really appreciate all the work you've done, it's really helped me. My next campaign is also going to be Reign of Winter, do you think you'll make some posts about it too? I would love to hear your perspective!
Diego Rossi wrote: It all depends on the level of narrative power you want to give to Miracle.
If the rift is something that has only a "cosmetic" function in the adventure, closing it with Miracle could be feasible (but is better to add some mumbo-jumbo explanation about it being only semi-permanent, so it easy to disrupt, to avoid future discussion about "But the other time it worked, so why now it won't?"). If it is something central in the adventure it should require more.
About closing the World Wound, there is a whole adventure path for mythic characters were, at the end, after defeating a Demon Lord, they close the World Wound (I haven't read it, so I know only the synopsis). So closing it requires way more than Miracle alone. The powerful version of Miracle, probably, could block it for a short time, hours at most.
That makes sense, thanks!
My players are 16th level and they have encountered a 20 foot diameter, 100 foot deep pit that is a permanent natural rift into the plane of negative energy, and they want to close it. Could Miracle be used for this? Or is that outside the scope of Miracle? If not, is there anything that might be able to? Does anyone know how people are dealing with the World Wound?
Thanks!
So I'm playing pathfinder for the first time, and I'm looking for recommendations on what equipment to buy as a 2nd level witch. I have about 1600 gp to spend, and so far have just been going naked into combat because the task of looking through all the available equipment is so daunting, and I would love some suggestions. I feel like I should purchase a simple weapon as a back up but I'm not entirely sure what that would mean for my class, and I would love some defensive stuff but since armor and shields might cause my spells to fail I'm not sure if that's an option for me. If there are items I should be saving for, I'd love to hear about them too. Are wands like summon monster worth picking up? Pretty much any advice at all would be helpful at my particular rpg experience, so lemme have it!
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