I purchased this book and it's been pretty good so far. Although I do have a few questions.
Were the horse, lion, and wasp aspects supposed to recieve natural attacks before 8th level. If so, what are they? Also is the bonus to the Snapping Turtle's bite attack in addition to the bonus for it being the only natural attack possessed by that form?
So I am making a sorcerer, and stumbled across this bloodline. Now the most interesting thing I saw was the Mutable Flesh ability.
Mutable Flesh wrote:
Mutable Flesh (Su): At 3rd level, once per day when you cast a transmutation spell with a duration of 1 minute per level that affects only you, you can increase its duration to 10 minutes per level. At 9th level, you can increase the duration to 1 hour per level.
Now this is pretty interesting. You can easily do stuff such as all day elemental body. But I went looking and saw Paragon Surge was Transmutation. Now the question is can I use paragon surge to grab a crafting feat at 9 (possible even using extend spell if necessary) and just flex into a crafting feat to make items? It looks like a yes at a cursory glance.
Paragon Surge for reference:
Quote:
Paragon Surge
School transmutation (polymorph)
Target you
Duration 1 minute/level
For the duration of the spell, you receive a +2 enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell.
So I was looking through the book and saw the new Cherry Blossom spell. Right above it there is a section saying gathlains have access to the following feats, but Cherry Blossom doesn't have Gathlain as a pre-req for the feat. Is it open to everyone, or just Gathlain?
You sure could stack them if you don't actually read the rules on it.
Alchemical Power Components wrote:
Reagents do not stack with either themselves or one another, and are expended after use.
I agree that it's system abuse but he asked if it works, not about if it should. Just because you don't like that it works, doesn't mean that it doesn't work.
Mallecks wrote:
Why not grab Toxic Spell and have every (fort negate) spell you cast deliver a dose of Drow Poison or whatever without the need of acquiring the poison first?
Now it's a 2 feat investment, and still takes up a spell level higher. Likewise they need to fail 2 fort saves, and the poison dc will be low since only a select few things bump it.
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As the title states. The question arose of Freedom of Movement beats Hold Person. The question arose from the second line of hold person, "It is aware and breathes normally but cannot take any actions, even speech.".
On one hand it can be seen as a explanation of the paralyzed condition, as the first line states it gives the paralyzed condition. And paralysis is a condition countered by FoM, so FoM allows you to act while under hold person.
The second interpretation is that while you have the paralyzed condition from the first line, the second line is a entirely different condition. So even though FoM beats the paralysis given by the first line, it fails to overcome the second line which is loss of actions.
I personally think it's the second interpretation, but we were curious to see if there was any definitive ruling made. Also we were curious to see everyone else's opinions on the question.
The Dweomer Essence is considered another material component, so it's drawn and used as you cast the spell. The invoker patron ability is activated as a swift action and lasts one minute. You don't have two swifts in a round, however you can invoke patron the round before and it'll work.
Going all in on enchanting is tough, since as a mesmerist you don't have a ton of spells per day. I do, as many others recommend fox shape. Also consider getting the Cunning Caster feat to hide your spellcasting. Who would think of the fox as the source of magic?
Below is a list of ways to buff spell DC's. They may not all be PFS legal, but some of them aren't too tough to get.
On the topic of buffing spell DC's:
Eldritch Heritage Greater Arcane Bloodline
Eldritch Heritage, Greater (Ultimate Magic) This can only be taken at character level 17 and you need charisma 17, but by selecting Arcane bloodline's 15th level ability, you can net +2 DC bonus to a school of magic. (Feat)
Bloody Tears and Jagged Smile
Bloody Tears and Jagged Smile (Rasputin Must Die!) Spells with the fear descriptor increase the dc by 4 (profane bonus). (Spell, wizard/cleric 2)
Arcane Concordance
Arcane Concordance (Advanced Player's Guide) 10ft emanation centered on you, gives arcane spells within the area a +1 enhancement to their DC, and allows a couple of free metamagics to be applied to it. (Spell, Bard 3)
Sharesister
Sharesister (Pathfinder Society Field Guide) Both targets have to be same gender, but allows you to give someone bonuses to CL and Spell DC's, at the cost of negative levels. A bit risky, best used if you like buffing people. (Spell, Cleric/witch 3)
Coward's Cowl
Coward's Cowl (Agent's of Evil) +1 to DC of readied spells aslong as you don't move closer to your enemies. (Spell, Alchemist/wizard/cleric/bard/mesmerist/shaman/psychic/witch 1)
Sacred Space
Sacred Space (Advanced Race Guide) Good spells, spell-like abilities, and channeled energy to damage evil outsiders, gain +2 to the DC. If the space contains an altar, shrine, or permanent fixture to your diety, it increases to +4. (Spell, Paladin/cleric 2)
Silver
Silver (Alchemy Manual) used as a material component will increase the DC of illusion spells by 1. (item)
Deific ObedienceMahathallah
Deific Obedience (Inner Sea Gods) Mahathallah grants +2 DC to illusion spells. (feat)
Dead Man's Headband
Dead Man's Headband (Ultimate Equipment) will increase the DC of any fear effect you create by 1. Note: it takes the headband slot, maybe see if you can combine it with a headband of int. (magic Item)
All-Seeing Eye
All-Seeing Eye (Giant's Revisited) +1 insight bonus to the DC of divination spells you cast. (magic item)
Dragon CraftingPerfume
Draconic Perfume (Dragonslayer's Handbook) increases charm subschool DC by 2 (Rosewood and Myrrh) or compulsion subschool by 2 (Sulfur and Honeycomb). (item)
Oakstewards' Favor
Oaksteward's Favor (People of the River) increases the DC of any enchantment spells the wearer casts against animals by 2. (magic Item)
Serpent Belt
Serpent Belt (Ultimate Equipment) increases poison by 4, whether your GM takes that to mean DC is up the them. (magic item)
Elemental Focus Greater
Elemental Focus/Greater (CRB) adds +1/+1 DC of spells with the energy type you select. (feat(s))
Outlander, Lore Seeker
The trait Lore seeker (campaign trait for ROTRL) lets you pick 3 spells to increase the DC and CL by 1 each. (trait)
Eastern Mysteries
The trait Eastern Mysteries (Guide to Pathfinder Society Organized Play) allows 1/day to increase a spell DC by 2. (trait)
Spell Focus Greater
Spell Focus/Greater (CRB) Increase the DC of a chosen school of magic by 1 (stacks with elemental focus). (feat(s))
Barbed Pentacle of Asmodeus
Barbed Pentacle of Asmodeus (Gods and Magic) Increase the DC of spells that are augmented by writing by 1. (Magic item)
Rod of the Wayang
Rod of the Wayang (Ultimate Equipment) +1 DC to spells of the shadow subschool. (Magic item, Rod)
Scarf of the Suggestive Dance
Scarf of the Suggestive Dance (Pathfinder Module: Murder's Mark) increases a bard's fascinate and suggestion bard performance DC's by 1. (Magic Item)
Perfect Golden Lute
Perfect Golden Lute (Ultimate Equipment) Increase all bardic performance DC's by 2 if using the lute. (Keep in mind this is an artifact, and up to GM territory if it's ever seen or owned) (Magic item, Artifact)
Player's Prize
Player's Prize (People of the River) Scribe it with a person's name and drop it into that person's pocket, they take a -2 (will save) against your bardic performances. (Very pricy option if you really can swing it) (Magic item)
Wizard Hook
Wizard Hook (The Price of Infamy; Skull and Shackles Book 5) is a +1 hook hand that gives +4 attack on touch spells and +1 to the DC of touch spells delivered via the hook. (Magic Item)
Hollywreath band
Hollywreath Band (Ultimate Equipment) +1 CL and DC to spells that affect plants.(Magic Item)
Robe of the Overmind
Robe of the Overmind (Psychic Anthology) +1 DC to spells with mind-affecting descriptor. (Magic Item)
Focused Spell Metamagic
Focused Spell (Advanced Player's Guide) adds +2 to the DC of a spell against 1 target, when the spell targets more than one creature. (feat, metamagic)
Gray Gambler's Hat
Gray Gambler's Hat (Inner Sea Gods) adds 1 to the DC of any enchantment (compulsion) spell you cast. (Magic Item)
Mouthpiece of the Dominion
Mouthpiece of the Dominion (Pathfinder #88: Valley of the Brain Collectors) gives a +1 DC to any sonic or language-dependent spell or spell-like ability, and +1 DC to audible bardic performances. It also increases your bite attack by 1 step. (Magic Item, Slotless (kinda))
Honorable mentions:
Below we have misc stuff that may not directly increase a spell's dc, but still worth noting.
Draconic Malice
Draconic Malice (Legacy of Dragons) Lets you cast fear spells on normally immune creatures. (Spell, Antipaladin/bard/wizard/bloodrager/cleric/inquisitor/mesmerist/psychic/sham an/witch 3)
Mesmerizing Tattoo
Mesmerizing Tattoo (Blood of Shadows) Whenever the bearer uses the hypnotism occult skill unlock, casts an enchantment spell that targets a single creature, or uses the hypnotic stare class feature, her target takes a –1 penalty on Will saving throws for the ability’s duration and the DC to affect the target with the hypnotism occult skill unlock is reduced by 1. (Magic Item)
Ability Focus
Ability Focus (RPG Beastiary) Increase a single special attack's DC by 2, check with your dm first. (Feat)
Sinner's Wage
Sinner's Wage (Champions of Corruption) If used as a focus component for a charm or compulsion spell below 5th level, the target takes a -2 penalty to resist acting against its nature. (Magic item)
Myrrh
Myrrh (Alchemy Manual) Spells of the abjuration school are cast at +1 CL for the purpose of CL checks and Dispel Checks. (item)
Genius Avaricious
Genius Avaricious (Pathfinder Adventure Path #30: The Twice-Damned Prince) Mammon's Mantle: grants up to a +5 untyped Charisma bonus which heightens DC's of charisma based casters and SLA's.
Bilious Talisman
Billious Talisman (Book of the Damned - Volume 1: Princes of Darkness) Grants a +4 to Charisma, but not too easy to get. (Magic Item)
Lets see, gnome casting Weird, sorcerer with Arcane Bloodline. Were gonna assume +13 ability modifier. Buffs/feats/material we use are: Coward's Cowl (+1 DC when cast as a readied action), Bloody Tears and Jagged Smile (+4 for fear DC), Deific Obedience (Mahathallah) for another +2 (Unsure if it stacks with spell perfection), +2 SF/GSF, +3 (from another caster using Sharesister spell), +1 (Rod of the Wayang), +1 (Silver as an alchemical component), +2 (Eastern Mysteries trait), +1 (Arcane Concordance), + 1 (Robe of the Overmind)
We can get our Charisma higher but I figured +13 mod was in the spirit of the competition.
---------------------------
On the topic of buffing spell DC's:
Eldritch Heritage Greater Arcane Bloodline
Eldritch Heritage, Greater (Ultimate Magic) This can only be taken at character level 17 and you need charisma 17, but by selecting Arcane bloodline's 15th level ability, you can net +2 DC bonus to a school of magic. (Feat)
Bloody Tears and Jagged Smile
Bloody Tears and Jagged Smile (Rasputin Must Die!) Spells with the fear descriptor increase the dc by 4 (profane bonus). (Spell, wizard/cleric 2)
Arcane Concordance
Arcane Concordance (Advanced Player's Guide) 10ft emanation centered on you, gives arcane spells within the area a +1 enhancement to their DC, and allows a couple of free metamagics to be applied to it. (Spell, Bard 3)
Sharesister
Sharesister (Pathfinder Society Field Guide) Both targets have to be same gender, but allows you to give someone bonuses to CL and Spell DC's, at the cost of negative levels. A bit risky, best used if you like buffing people. (Spell, Cleric/witch 3)
Coward's Cowl
Coward's Cowl (Agent's of Evil) +1 to DC of readied spells aslong as you don't move closer to your enemies. (Spell, Alchemist/wizard/cleric/bard/mesmerist/shaman/psychic/witch 1)
Sacred Space
Sacred Space (Advanced Race Guide) Good spells, spell-like abilities, and channeled energy to damage evil outsiders, gain +2 to the DC. If the space contains an altar, shrine, or permanent fixture to your diety, it increases to +4. (Spell, Paladin/cleric 2)
Silver
Silver (Alchemy Manual) used as a material component will increase the DC of illusion spells by 1. (item)
Deific ObedienceMahathallah
Deific Obedience (Inner Sea Gods) Mahathallah grants +2 DC to illusion spells. (feat)
Dead Man's Headband
Dead Man's Headband (Ultimate Equipment) will increase the DC of any fear effect you create by 1. Note: it takes the headband slot, maybe see if you can combine it with a headband of int. (magic Item)
All-Seeing Eye
All-Seeing Eye (Giant's Revisited) +1 insight bonus to the DC of divination spells you cast. (magic item)
Dragon CraftingPerfume
Draconic Perfume (Dragonslayer's Handbook) increases charm subschool DC by 2 (Rosewood and Myrrh) or compulsion subschool by 2 (Sulfur and Honeycomb). (item)
Oakstewards' Favor
Oaksteward's Favor (People of the River) increases the DC of any enchantment spells the wearer casts against animals by 2. (magic Item)
Serpent Belt
Serpent Belt (Ultimate Equipment) increases poison by 4, whether your GM takes that to mean DC is up the them. (magic item)
Elemental Focus Greater
Elemental Focus/Greater (CRB) adds +1/+1 DC of spells with the energy type you select. (feat(s))
Outlander, Lore Seeker
The trait Lore seeker (campaign trait for ROTRL) lets you pick 3 spells to increase the DC and CL by 1 each. (trait)
Eastern Mysteries
The trait Eastern Mysteries (Guide to Pathfinder Society Organized Play) allows 1/day to increase a spell DC by 2. (trait)
Spell Focus Greater
Spell Focus/Greater (CRB) Increase the DC of a chosen school of magic by 1 (stacks with elemental focus). (feat(s))
Barbed Pentacle of Asmodeus
Barbed Pentacle of Asmodeus (Gods and Magic) Increase the DC of spells that are augmented by writing by 1. (Magic item)
Rod of the Wayang
Rod of the Wayang (Ultimate Equipment) +1 DC to spells of the shadow subschool. (Magic item, Rod)
Scarf of the Suggestive Dance
Scarf of the Suggestive Dance (Pathfinder Module: Murder's Mark) increases a bard's fascinate and suggestion bard performance DC's by 1. (Magic Item)
Perfect Golden Lute
Perfect Golden Lute (Ultimate Equipment) Increase all bardic performance DC's by 2 if using the lute. (Keep in mind this is an artifact, and up to GM territory if it's ever seen or owned) (Magic item, Artifact)
Player's Prize
Player's Prize (People of the River) Scribe it with a person's name and drop it into that person's pocket, they take a -2 (will save) against your bardic performances. (Very pricy option if you really can swing it) (Magic item)
Honorable mentions:
Below we have misc stuff that may not directly increase a spell's dc, but still worth noting.
Draconic Malice
Draconic Malice (Legacy of Dragons) Lets you cast fear spells on normally immune creatures. (Spell, Antipaladin/bard/wizard/bloodrager/cleric/inquisitor/mesmerist/psychic/sham an/witch 3)
Mesmerizing Tattoo
Mesmerizing Tattoo (Blood of Shadows) Whenever the bearer uses the hypnotism occult skill unlock, casts an enchantment spell that targets a single creature, or uses the hypnotic stare class feature, her target takes a –1 penalty on Will saving throws for the ability’s duration and the DC to affect the target with the hypnotism occult skill unlock is reduced by 1. (Magic Item)
Ability Focus
Ability Focus (RPG Beastiary) Increase a single special attack's DC by 2, check with your dm first. (Feat)
Sinner's Wage
Sinner's Wage (Champions of Corruption) If used as a focus component for a charm or compulsion spell below 5th level, the target takes a -2 penalty to resist acting against its nature. (Magic item)
Myrrh
Myrrh (Alchemy Manual) Spells of the abjuration school are cast at +1 CL for the purpose of CL checks and Dispel Checks. (item)
Genius Avaricious
Genius Avaricious (Pathfinder Adventure Path #30: The Twice-Damned Prince) Mammon's Mantle: grants up to a +5 untyped Charisma bonus which heightens DC's.
Bilious Talisman
Billious Talisman (Book of the Damned - Volume 1: Princes of Darkness) Grants a +4 to Charisma, but not too easy to get. (Magic Item)
Hollywreath band
Hollywreath Band (Ultimate Equipment) +1 CL and DC to spells that affect plants. (Magic Item)
Robe of the Overmind
Robe of the Overmind (Psychic Anthology) +1 DC to spells with mind-affecting descriptor. (Magic Item)
This nice lady can give up to a +6 profane bonus to charisma. Of course the removal penalty is a bit steep.
Luthier's Rapier can grant a +4 sacred bonus to Charisma for 10 minutes.
Silver will boost the DC of color spray by 1, although I guess that isn't charisma but worth considering.
This Drug and this one can both increase Charisma and are untyped! Although your GM might rule that it's alchemical.
Since you're considering color spray as your main attack method,Deific ObedienceMahathallah
Deific Obedience Mahathallah grants +2 DC to illusion spells.
Some of the below may have been posted up above, but reposting the list for ease.
On the topic of buffing spell DC's:
Eldritch Heritage Greater Arcane Bloodline
Eldritch Heritage, Greater (Ultimate Magic) This can only be taken at character level 17 and you need charisma 17, but by selecting Arcane bloodline's 15th level ability, you can net +2 DC bonus to a school of magic. (Feat)
Bloody Tears and Jagged Smile
Bloody Tears and Jagged Smile (Rasputin Must Die!) Spells with the fear descriptor increase the dc by 4 (profane bonus). (Spell, wizard/cleric 2)
Arcane Concordance
Arcane Concordance (Advanced Player's Guide) 10ft emanation centered on you, gives arcane spells within the area a +1 enhancement to their DC, and allows a couple of free metamagics to be applied to it. (Spell, Bard 3)
Sharesister
Sharesister (Pathfinder Society Field Guide) Both targets have to be same gender, but allows you to give someone bonuses to CL and Spell DC's, at the cost of negative levels. A bit risky, best used if you like buffing people. (Spell, Cleric/witch 3)
Coward's Cowl
Coward's Cowl (Agent's of Evil) +1 to DC of readied spells aslong as you don't move closer to your enemies. (Spell, Alchemist/wizard/cleric/bard/mesmerist/shaman/psychic/witch 1)
Sacred Space
Sacred Space (Advanced Race Guide) Good spells, spell-like abilities, and channeled energy to damage evil outsiders, gain +2 to the DC. If the space contains an altar, shrine, or permanent fixture to your diety, it increases to +4. (Spell, Paladin/cleric 2)
Silver
Silver (Alchemy Manual) used as a material component will increase the DC of illusion spells by 1. (item)
Deific ObedienceMahathallah
Deific Obedience (Inner Sea Gods) Mahathallah grants +2 DC to illusion spells. (feat)
Dead Man's Headband
Dead Man's Headband (Ultimate Equipment) will increase the DC of any fear effect you create by 1. Note: it takes the headband slot, maybe see if you can combine it with a headband of int. (magic Item)
All-Seeing Eye
All-Seeing Eye (Giant's Revisited) +1 insight bonus to the DC of divination spells you cast. (magic item)
Dragon CraftingPerfume
Draconic Perfume (Dragonslayer's Handbook) increases charm subschool DC by 2 (Rosewood and Myrrh) or compulsion subschool by 2 (Sulfur and Honeycomb). (item)
Oakstewards' Favor
Oaksteward's Favor (People of the River) increases the DC of any enchantment spells the wearer casts against animals by 2. (magic Item)
Serpent Belt
Serpent Belt (Ultimate Equipment) increases poison by 4, whether your GM takes that to mean DC is up the them. (magic item)
Elemental Focus Greater
Elemental Focus/Greater (CRB) adds +1/+1 DC of spells with the energy type you select. (feat(s))
Outlander, Lore Seeker
The trait Lore seeker (campaign trait for ROTRL) lets you pick 3 spells to increase the DC and CL by 1 each. (trait)
Eastern Mysteries
The trait Eastern Mysteries (Guide to Pathfinder Society Organized Play) allows 1/day to increase a spell DC by 2. (trait)
Spell Focus Greater
Spell Focus/Greater (CRB) Increase the DC of a chosen school of magic by 1 (stacks with elemental focus). (feat(s))
Barbed Pentacle of Asmodeus
Barbed Pentacle of Asmodeus (Gods and Magic) Increase the DC of spells that are augmented by writing by 1. (Magic item)
Rod of the Wayang
Rod of the Wayang (Ultimate Equipment) +1 DC to spells of the shadow subschool. (Magic item, Rod)
Scarf of the Suggestive Dance
Scarf of the Suggestive Dance (Pathfinder Module: Murder's Mark) increases a bard's fascinate and suggestion bard performance DC's by 1. (Magic Item)
Perfect Golden Lute
Perfect Golden Lute (Ultimate Equipment) Increase all bardic performance DC's by 2 if using the lute. (Keep in mind this is an artifact, and up to GM territory if it's ever seen or owned) (Magic item, Artifact)
Player's Prize
Player's Prize (People of the River) Scribe it with a person's name and drop it into that person's pocket, they take a -2 (will save) against your bardic performances. (Very pricy option if you really can swing it) (Magic item)
Honorable mentions:
Below we have misc stuff that may not directly increase a spell's dc, but still worth noting.
Draconic Malice
Draconic Malice (Legacy of Dragons) Lets you cast fear spells on normally immune creatures. (Spell, Antipaladin/bard/wizard/bloodrager/cleric/inquisitor/mesmerist/psychic/sham an/witch 3)
Mesmerizing Tattoo
Mesmerizing Tattoo (Blood of Shadows) Whenever the bearer uses the hypnotism occult skill unlock, casts an enchantment spell that targets a single creature, or uses the hypnotic stare class feature, her target takes a –1 penalty on Will saving throws for the ability’s duration and the DC to affect the target with the hypnotism occult skill unlock is reduced by 1. (Magic Item)
Ability Focus
Ability Focus (RPG Beastiary) Increase a single special attack's DC by 2, check with your dm first. (Feat)
Sinner's Wage
Sinner's Wage (Champions of Corruption) If used as a focus component for a charm or compulsion spell below 5th level, the target takes a -2 penalty to resist acting against its nature. (Magic item)
Myrrh
Myrrh (Alchemy Manual) Spells of the abjuration school are cast at +1 CL for the purpose of CL checks and Dispel Checks. (item)
Genius Avaricious
Genius Avaricious (Pathfinder Adventure Path #30: The Twice-Damned Prince) Mammon's Mantle: grants up to a +5 untyped Charisma bonus which heightens DC's.
Eldritch Heritage Greater Arcane Bloodline
Eldritch Heritage, Greater (Ultimate Magic) This can only be taken at character level 17 and you need charisma 17, but by selecting Arcane bloodline's 15th level ability, you can net +2 DC bonus to a school of magic. (Feat)
Bloody Tears and Jagged Smile
Bloody Tears and Jagged Smile (Rasputin Must Die!) Spells with the fear descriptor increase the dc by 4 (profane bonus). (Spell, wizard/cleric 2)
Arcane Concordance
Arcane Concordance (Advanced Player's Guide) 10ft emanation centered on you, gives arcane spells within the area a +1 enhancement to their DC, and allows a couple of free metamagics to be applied to it. (Spell, Bard 3)
Sharesister
Sharesister (Pathfinder Society Field Guide) Both targets have to be same gender, but allows you to give someone bonuses to CL and Spell DC's, at the cost of negative levels. A bit risky, best used if you like buffing people. (Spell, Cleric/witch 3)
Coward's Cowl
Coward's Cowl (Agent's of Evil) +1 to DC of readied spells aslong as you don't move closer to your enemies. (Spell, Alchemist/wizard/cleric/bard/mesmerist/shaman/psychic/witch 1)
Sacred Space
Sacred Space (Advanced Race Guide) Good spells, spell-like abilities, and channeled energy to damage evil outsiders, gain +2 to the DC. If the space contains an altar, shrine, or permanent fixture to your diety, it increases to +4. (Spell, Paladin/cleric 2)
Silver
Silver (Alchemy Manual) used as a material component will increase the DC of illusion spells by 1. (item)
Deific ObedienceMahathallah
Deific Obedience (Inner Sea Gods) Mahathallah grants +2 DC to illusion spells. (feat)
Dead Man's Headband
Dead Man's Headband (Ultimate Equipment) will increase the DC of any fear effect you create by 1. Note: it takes the headband slot, maybe see if you can combine it with a headband of int. (magic Item)
All-Seeing Eye
All-Seeing Eye (Giant's Revisited) +1 insight bonus to the DC of divination spells you cast. (magic item)
Dragon CraftingPerfume
Draconic Perfume (Dragonslayer's Handbook) increases charm subschool DC by 2 (Rosewood and Myrrh) or compulsion subschool by 2 (Sulfur and Honeycomb). (item)
Oakstewards' Favor
Oaksteward's Favor (People of the River) increases the DC of any enchantment spells the wearer casts against animals by 2. (magic Item)
Serpent Belt
Serpent Belt (Ultimate Equipment) increases poison by 4, whether your GM takes that to mean DC is up the them. (magic item)
Elemental Focus Greater
Elemental Focus/Greater (CRB) adds +1/+1 DC of spells with the energy type you select. (feat(s))
Outlander, Lore Seeker
The trait Lore seeker (campaign trait for ROTRL) lets you pick 3 spells to increase the DC and CL by 1 each. (trait)
Eastern Mysteries
The trait Eastern Mysteries (Guide to Pathfinder Society Organized Play) allows 1/day to increase a spell DC by 2. (trait)
Spell Focus Greater
Spell Focus/Greater (CRB) Increase the DC of a chosen school of magic by 1 (stacks with elemental focus). (feat(s))
Barbed Pentacle of Asmodeus
Barbed Pentacle of Asmodeus (Gods and Magic) Increase the DC of spells that are augmented by writing by 1. (Magic item)
Rod of the Wayang
Rod of the Wayang (Ultimate Equipment) +1 DC to spells of the shadow subschool. (Magic item, Rod)
Scarf of the Suggestive Dance
Scarf of the Suggestive Dance (Pathfinder Module: Murder's Mark) increases a bard's fascinate and suggestion bard performance DC's by 1. (Magic Item)
Perfect Golden Lute
Perfect Golden Lute (Ultimate Equipment) Increase all bardic performance DC's by 2 if using the lute. (Keep in mind this is an artifact, and up to GM territory if it's ever seen or owned) (Magic item, Artifact)
Player's Prize
Player's Prize (People of the River) Scribe it with a person's name and drop it into that person's pocket, they take a -2 (will save) against your bardic performances. (Very pricy option if you really can swing it) (Magic item)
Honorable mentions:
Below we have misc stuff that may not directly increase a spell's dc, but still worth noting.
Draconic Malice
Draconic Malice (Legacy of Dragons) Lets you cast fear spells on normally immune creatures. (Spell, Antipaladin/bard/wizard/bloodrager/cleric/inquisitor/mesmerist/psychic/sham an/witch 3)
Mesmerizing Tattoo
Mesmerizing Tattoo (Blood of Shadows) Whenever the bearer uses the hypnotism occult skill unlock, casts an enchantment spell that targets a single creature, or uses the hypnotic stare class feature, her target takes a –1 penalty on Will saving throws for the ability’s duration and the DC to affect the target with the hypnotism occult skill unlock is reduced by 1. (Magic Item)
Ability Focus
Ability Focus (RPG Beastiary) Increase a single special attack's DC by 2, check with your dm first. (Feat)
Sinner's Wage
Sinner's Wage (Champions of Corruption) If used as a focus component for a charm or compulsion spell below 5th level, the target takes a -2 penalty to resist acting against its nature. (Magic item)
Myrrh
Myrrh (Alchemy Manual) Spells of the abjuration school are cast at +1 CL for the purpose of CL checks and Dispel Checks. (item)
Genius Avaricious
Genius Avaricious (Pathfinder Adventure Path #30: The Twice-Damned Prince) Mammon's Mantle: grants up to a +5 untyped Charisma bonus which heightens DC's.
If you guys see any I missed, please let me know. (Don't include anything class specific, like Arcanist resivour/potent magic. Trying to keep it a general list)
The neat thing about flying blade is that it can make a good range or melee build. The charisma to starknife is a good feat but requires worshiping a specific god. The issue with a range character, especially one who uses thrown weapons is that all your feats are taken. That's not too big an issue since you get bonus feats though.
I prefer it as a counter melee build myself.
Counter Melee Build:
If you really want CHA to damage and attk, grab Divine Fighting Technique at level 1 and Weapon Focus at 3.
feats
1: Weapon Focus (Starknife)
3: Starry Grace
4: Combat Reflexes
5: Weapon Trick (One handed weapon trick)
7: Stylish Riposte (Not sure if Weapon Trick opens up the feat, or lets you select when you have pre-reqs, if someone could clarify for me I would appreciate it.)
8:
9:
11: Signature Deed (Disrupting Counter)
Grab a Fortuitous and hack away at your enemies before they can even touch you. Bonus points for picking up Swordmaster's Flair (Blue Ribbon) and really dicing up enemies. My GM hated this character =/
Bloody Tears and Jagged Smile (Pathfinder #71: Rasputin Must Die! pg. 75) increases the dc of spells with the fear descriptor by 4.
Silver (Alchemy Manual) used as a material component will increase the DC of illusion spells by 1.
Deific Obedience (Inner Sea Gods) Mahathallah grants +2 DC to illusion spells.
Dead Man's Headband (Ultimate Equipment) will increase the DC of any fear effect you create by 1. Note: it takes the headband slot, maybe see if you can combine it with a headband of int.
Draconic Perfume (Dragonslayer's Handbook) increases charm subschool DC by 2 (Rosewood and Myrrh) or compulsion subschool by 2 (Sulfur and Honeycomb).
Serpent Belt (Ultimate Equipment) increases poison by 4, whether your GM takes that to mean DC is up the them.
Elemental Focus/Greater (CRB) adds +1/+1 DC of spells with the energy type you select.
Sinner's Wage (Champions of Corruption) If used as a focus component for a charm or compulsion spell below 5th level, the target takes a -2 penalty to resist acting against its nature.
The trait(s) Lore seeker (campaign trait for ROTRL) lets you pick 3 spells to increase the DC by 1 each. The trait Eastern Mysteries (Guide to Pathfinder Society Organized Play) allows 1/day to increase a spell DC by 2.
Barbed Pentacle of Asmodeus (Gods and Magic) Increase the DC of spells that are augmented by writing by 1.
Rod of the Wayang (Ultimate Equipment) +1 DC to spells of the shadow subschool.
I'm pretty sure the summoner is the standard version. Anything I can do to neuter him without destroying the character he's so proud of?
The problem with the base summoner is that it's more or less a 9th level caster with a 6th level progression. He'll get spells at earlier access than other classes (hello haste at level 4).
If you want to change up the summoner without destroying it, make him use the unchained summoner spell list. It was redone to curb the early access to higher level spells.
PossibleCabbage wrote:
By the end, RotRL is going to be testing everything they've got, so don't worry about the PCs feeling powerful at low level; they'll get theirs soon enough. I wouldn't worry about "this AP is not built for power players" since it's actually one of the tougher ones, just not at first.
This is accurate. Your players, being experienced and with good stat generation methods, probably won't find it too difficult until the last chapter of book 2. It does pick up in difficulty around book 4 I found.
Tough fight in book 3:
Black Magga in book 3, somebody in the office had it out for PC's that day.
I have ran ROTRL up to the end of book 5, and it does get tougher. The book your currently in, book 1, really only has two challenging fights, one of which being optional. The monsters should be getting tougher as you progress later on.
Although if you need a way to boost monsters try applying the advanced template. It's a quick easy template that only serves to strengthen monsters a bit. Likewise making monsters play smarter is a good option too. Many of the important enemies in Thistletop retreat when too injured, have them work together. Nothing said hello in my game like the invisible bastard sword crit.
Lastly while the adventure is pre-written, you are free to change up monster's feats and spells. Remember that ROTRL came out a while ago, so most casters lack some of the new flashier spells. Also feel free to give monsters teamwork feats, which turns a horde of weak monsters into a semi-decent threat.