The Expansionist

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Organized Play Member. 175 posts (204 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters.


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Dark Archive

I Preffer the Lore Shaman, either mixed with Ancestry or Tribe.

With arcane enlightenment hex you gain access to pretty much the whole wizard spell list, with the human varient fcb, you gain access to the select best spells from the cleric list, shaman list has a bunch of buff spells on it as well, as well with the ancestory and tribe giving you buff spells on their spirit magic. Pretty nice.also has access to hexes that are fantastic buffs, along with hexes that can give you natural attacks.

Dark Archive

Good day everybody! I have recently retired a Skald in a carrion crown i am in, and am bringing in a Spiritualist to replace him, and would like to hear the Overall suggestions the community may bring.

Some backstory for the PC: The Tengu is young, about 14 or so, and was raised up by his Uncle (the Spirit) who was a Halfling. The Tengus parents where guards of Lorrimor(For the Campaign trait background) who was murdered around the same time Lori Was. The "Cult" raided the house that they where living in, killing the Tengus Uncle in the process. but in the way how he died, protecting his nephew, his soul was bound to the tengu.

Im wanting to play the tengu as a shy, and clever young kid, who looks to his uncle for guidance, playing his uncle as a Mentor.

The Build:

20 Point Buy, Level 8, 8th level starting gold(33k)
Str 9 Dex 20+2 Con 12 Int 14 Wis 16 Cha 7
The Reason for 7 Cha: Hes not Ugly, or rude. He just cant Lie or intimidate people due to his nature and sometimes people dont take him seriously.
Bab: +6 Will:11=6+3+2 Ref:10=2+5+2+1 Fort:9=6+1+2
Favored Class Bonus 1/6 Spirit Feat

Weapon of Choice: +1 Agile Temple Sword: +13 1d8+6

Feats:
1: Weapon Finesse
3: Pirahna Strike
5: Harvest Parts(This one is just Flavor. I can swap this one Out)
7: Craft Wonderous Items

I have chosen the Transmutation implement due to the Ward Spiritualist Archetype giving me access to a chosen Occult implement, which gives me a +2 Enhancement bonus to a stat of choice, and the ability to 4/day add +2 Stacking Enhancement bonus to weapons. Which i am fully intending to abuse for Bane+Training( Dedicated Adversary)

--------------------------------------------------------------------------- ------------
Spirit: Kindness Emotion
Feats:
1:Additional traits(Adopted:Halfling, Helpful; Kin guardian)
3:Combat Advice
5:Combat Reflexes
6:Bodyguard

Using the Helpful halfling Trait, Kin Guardian, and the Kindness Emotion Aid bonus, While aiding the spiritualist, He gives a +8 Bonus to an attack, or to Ac, which the Ac he can do for expending an aoo. He also has the Feat Combat advice which gives a +2 Bonus as a move action making the total +10. Once he has +6 Bab he will pick up Swift Aid, wich will allow him to aid as a swift action. Also thanks to the Kindness emotion, he has Lay on hands (As paladin) alowing him to help heal in and out of combat. Not to mention he can give an ally an Immediate action attack if he hits using his standard action Punch.

What would you change, add, or any item(besides the big 5 which he already has)/Feat suggestions? Im happy to hear anything your willing to throw at me.

Dark Archive

Im confused on what you are asking here. Are you looking for build help? Thematic Spell selecection? Exploit selection? Animal companion and feat selection?

If they wish to focus on their animal companion and themselves easily, then i suggest the playstyle of battlefield control, funneling them to your animal companion to tank/easily get full attacks.

Dark Archive

I had a build simmilar to this in pfs a few years ago. Wuite fun to play. With using archon style, you give attacks of opprotunitys to your allys, which is where alot of your damage comes from.

https://www.myth-weavers.com/sheet.html#id=293323

If you wish to look it over

Dark Archive

Encumbrance by Weight wrote:


If your character is wearing armor, use the worse figure (from armor or from load) for each category. Do not stack the penalties

https://www.d20pfsrd.com/alignment-description/carrying-capacity/

Nothings stopping someone from wearing medium or heavy armor with a str of 7. It takes the worse of the 2, and even with a str of 7, someone can hold up to 46 lbs and be in medium load. Plenty of wiggle room.

Dark Archive

JiaYou wrote:
I've seen several places recommend 7 STR for a Shaman, and I'm curious if this means you walk around unarmored or just hope you have a DM who doesn't care about encumbrance...

7 str has nothing related to armor. If you take mitheral armor, or take spells that either increase ac or makes enemys miss you, and a handy haversack, you will never have to worry about encumbrance.

Dark Archive

Krell44 wrote:

Greetings!

I will be playing in a home brew that takes place well before the current Pathfinder timeline and I think the Shaman class would be a good fit. However, having played a Shaman to level 10 in PFS play I find the class a bit lackluster.

I am hoping for peoples thoughts/ideas/suggestions on how to make the class more viable to have in a party. My play-style would be for him to hex enemies, use poison type spells (maybe have to be acid?) to blast, and then use the Wandering Mystery thing to pick up some healing abilities for those crazy moments. I am not terribly interested in a familiar, so perhaps dropping that feature and picking up more hexes?

Any ideas?

Bit Lack luster? honey... i dont think you've been playing a shaman....

Based on what you wish to try to do, being focused on hexing(I Assume you mean by debuffing using evil eye, and slumber and such), using poision based spells, and being flexible for crazy moments.

Be an Unsworn Shaman. You give up capstone abilities, and 2 hexes by the time you are 20th level, but all of your hexes are wandering. this may mean a bit of book keeping on your end, as you are able to switch what you want to do every... single... day.. and with how pathfinder works, versatility is king. For an Unsworn Shaman, i suggest keeping Lore as one of your spirits at all times. this way, you can use one of your wandering hexes for Arcane Enlightenment.. possibly one of the best abilitys in the game... Especially for a wandering hex. It allows you to pick a select few spells from the wizard spell list to add to your own. it does make you a bit mad, but its easily overcome if you take the correct hexes.

Suggested Unsworn build, 20 point buy:
Race:Half orc with Sacred tattoo, Shaman's Apprentice, and Dusk Sight alternate racial traits, and fate's Favored trait.
Unsworn Shaman 10, Variant Multiclassing Magus of Torag
Str: 7 Dex: 12 Con: 12 Int:14 Wis:16+2 Race +2(level 4, 8 bumps) Cha:14

Feats With Variant Multiclassing: /// Feats without Variant
1: Extra Hex(hair)Diehard ///1: Extra Hex(Hair)Diehard
3:Arcane Pool Level -2 ///3: Weapon Focus(Warhammer)
5: Weapon Focus(Hair) ///5: Blessed Hammer
7: Magus Arcana(Broad Study) ///7: Accursed hex
9: Accursed Hex ///9: Amplified hex

based on what you want to do, imagine this build being a Medusa, with the hair being animated snakes to poision your foes with.

With Lore as one of your spirits, take your pick of 2 spells of the wizard spell list up to 4th level. you can take more if you up your cha or choose a higher level if you up your int. as a half orc, you gain a select best spells from the cleric spells as well from the human favored class bonus. if you took variant magus, at 11th level, you can spell strike with all of your shaman spells(and with you adding spells from 2 different classes to the mix, its a win//win//win) thanks to Broad study. If you didnt, blessed hammer will allow the same functionality with the exception of you have to spend swift actions every round you cast a new spell to channel the spell through the weapon, which you can reskin to be Hair as well(If your gm allows it). As a medusa, you take an eye to fine arts, and the masterwork crafts, thus you made torag as your diety. If you are going paizo only, take the blessed weapon quality(Made by paizo in the rise of the runelords when it was still 3.5, in the official Archives of nethys). this will make you a little less MAD. My favorite spell to use with this is Calcific touch, which does unstoppable dex damage upon hit(unless they are immune)

Dark Archive

In my sunday morning game, my Minotaur(Reskinned BoarKin Skin walker, following the large varient), reached level 7, and i need help picking his rogue talent that he gets. For now, his build is support/Main Dps.
Hes a Totemic Skald+Red tounge archetypes, following the Bull totem who supports his spellcasters through teamwork feats/spells that augment their spellcasting while fighting with a two handed axe. Im planning on taking natural spell at level 9 so he can cast when hes in cow form.

Feats are:
1:Arcane strike
3:Power attack
5:Riving Strike
6:Peoples revoult teamwork:passing grace
7:Weapon Shift
7:Peoples revoult teamwork:Broken wing gambit.

Rage powers:
Bull totem(Hunter)
Animal Totem

The Team:
Dwarven cleric of Sarenrae(Pyro)
Changling Wizard(Utility control)
Minotaur Skald(Party buffs/Dps)
Human Synthesis Summoner(Tank/Single buff)
And every so often we have a catfolk swashbuckler, and a ??? Inquisitor(super hiding race. We think drow) Whom blth have irregular schedules and both play when they can.

I can already do alot for the team, but we dont have a rogue, so i was thinking trap spotter.

Dark Archive

My favorites:
Unsworn shaman. Possibly the best out of the shaman archetypes imo. That along with the lore spirit and the hex in it, arcnane enlightenment.

Paragon surge is a spell that gives you 1 bonus feat when cast, but subsequent castings untill you rest is the same feat. Ive seen some mileage come from this.

Oracle's spirit guide archetype gets floating things galore

Dark Archive

I suggest playing a Investigator, Specifically the Toxic Codexer. This archetype will allow you to use your extracts to make poisons set from a list, using your stats for the DC instead.

These poisons can be applied to weapons.

Investigators will have access to a select few alchemist discoverys, namely Concentrate poison and Poison Conversion, So those poisons you made using your DC's can be changed from injection, to lets say... contact, or inhaled. Put those in a room, and if somebody touches anything you rubbed it up against will be making a save. If your dm is nice, he might allow for you to pick up Sticky Poisons as a investigator talent in place of This inferior version which you can pick up as well as an investigator.

If you truly wish to use a blow gun instead of a true ranged weapon, blow guns are classified as Thrown Weapons, and thus qualify for the Star Toss Style Feat tree, allowing you to make multiple hits, and deal up to +6 additional damage, to help make up for the lack of base damage the blow gun has, however that is a 3 feat tree, which ranged builds are already feat starved. I Suggest reskinning the shortbow proficency the class gives as a blowgun so you can shoot further away if you wish to help with damage in combat.

Alternatively you could go Full Poison instead of Damage.(you monster)

Pick up point blank
precise shot and Ranged Study for the most to hit with ranged weapons, and pick up the investigator talent Anathema followed by its big brother Greater Anathema. this will lead more towards supportish playing, and allow some freedom with your feats to pick up some that will boost the DCS: Such as:
Poison Focus Which should apply as you are alchemically creating those poisons.

For magic items: you probably would want Virulent and Toxic on your weapon asap to boost the save dcs of your poisions. if you arent sticking strickly to ranged blowgun(Teemo lore shows hes trained with many weapons) you could pick up a Snakebite dagger

Sample Teemo Build:Level 7:

20 Point buy, Race Halfling(Skinned as Yordle) level 2 Fighter level 5 Toxic Codexer
Str 8 Dex 16+1(Level 4) Con 10 Int 18 Wis 10 Cha 10

Feats: Traits:
1: Weapon Focus(Bows) | Poisionous Slayer+Adopted(Augmentend
F1:Point Blank |spell poisions.
F2Precise Shot |
3:Ranged Study
5:Deadly Aim
7:Extra Investigator Talent

Talents:
I5:Anethema
I7: Greater Anethema

With the Bow(Blowgun), Deadly aiming with a poison tipped arrow(Dart) against a studied enemy, you will be:
+13[14 if point blank] for 1d6+6 + Dc:16+ Poisons, depending on extract level.

Dark Archive

d20pfsrd has links to all the summon monsters, its varients and lower level augment summmon calculations as well

Archives of nethys Also has such stat blocks, along with diety specific summons you can achieve.

you can also do a quick google search. any pre made cards for summoning looks like they charge you. you could always make your own for go to summons as well, or print of the stat blocks from the websites i gave.

Dark Archive

Derklord wrote:
PCScipio wrote:
Good Hope is arguably the best buff spell in the game. Not sure it counts as niche though.

Not that Good Hope is even remotely a "niche spell", but in what universe is Good Hope a better buff spell than Haste?

­
On the original topic: Silent Table is the perfect tool for sneaking around, basically the audio-equivalent to Invisibility. Unlike with Silence, you can still cast spells inside!
Sadly rather expensive but one of the coolest spells in the game is Invoke Deity. I don't even care about the mechanical effects, the fire aspect says "Your hair ignites into flames"!
Songbird is a cute little spell that's not only super flavorful, but can boost save DCs!
Shared Training shares teamwork feats for a fairly long duration, might be especially useful for a Hunter.
For those that like to use Prestidigitation to stay clean, Fastidiousness is basically the pre-active version.
Pretty well known by now, but Tears to Wine must not be missing from a thread like this.

Oh wow, i didnt know about shared training. If a bard takes it with song of the peoples revolt, then they dont have to use bardic performance to share their feat just a spell slot. Which is 100x better in my book.

Dark Archive

Lyoto Machida wrote:

Try Anticipate thoughts if you are looking for a personal spell.

For a fun group buff that is off-the beaten path, but still actually useful go for Contagious Zeal..

At low levels, if you're a bard, psychic caster or a druid, give your barbarian
Feather Step

I'm not sure what level you are so I stuck with a couple low level examples. Let me know if you want a couple of higher levels ones.

Im looking for "Buffs less used". Things that people swear by and will stand by that they believe is good. No real level cap, just what you find fun.

Dark Archive

As the title says, whats your favorite niche buff spells. Things that typically get overlooked.

Dark Archive

Your charachter a home owner? You would have a set of keys for your home. Sinc3 its a focus, you can just pull out your keychain.

Dark Archive

A spell component pouch weighs 2 lbs itself. And coubts as having ALL spell conponents that dont have a gp value. It should count.

Dark Archive

I would suggest the eldritch scrapper archetype. It would help with feats, as martial sorcers tend to be feat starved. And to help offset con, many take false life to get temp hp to raise their low hp total.

Dark Archive

Cant go wrong with a grappler monk/druid hybrid turning into an octopus grabbing pinning constricting, releasing and going again. There are multiple builds around like that.

Or a plain barbarian with a anti magic circle on them disabling all magic items on them/in the area. Super devistating for those high tiered spellcasters.

Dark Archive

I remember reading in a splat book somewhere about varient rules of acadame students, gaining bonus caster levels and other benifits based on how many academic points they have. I cant aeem to find them again, if anyone knows what im talking about, could you point me in the right direction?

Dark Archive

Before i begin, this has spoilers for my game. i know one of my players browse this forum, so if you see this, i beg you not to read it. Im gonna be using vague pronouns to prevent any spoilers of who what when how for your. I KNOW WHO YOU ARE.

Im running a high powered game and my players are about to run into the thicket of the story, pieces that i've been laying about are about to click together. things i've carefully worded would make them rethink about what i've said and their back storys are about to get fully integrated into the game. So Far, they have been adventuring in Geb, the land of the dead. As of now, the Party consists of a Grave Knight Warlord, A Vampire Mystic Magus Multiclass, a iron lich Wizard, and a Psychic Vampire mesmerist. as of now, the party is level 7-8 and have been gaining levels at a steady pace. Hopefuly by the time they reach the final boss i've been planning on they would be level 20 mythic rank 4

The main theme of the game is not good vs evil, as most games tend to go. Mine is more about the moraly gray Chaotic vs law and doing the right things for the wrong reasons, but doing wrong things for the right reasons. The "God" I wish to make isn't really a "God" but more of a being of god like powers who tries to fufill forgotten memories, forgotten wishes, and the guardian of childrens hopes and dreams, but is doing such in a way that is harmful to those shes trying to help. Alot got twisted when she died, which began to fracture her self imposed ideals and goals. She began to experiment with an artifact(Which is actually A Iron Lich's Soul Cage) and Became obsessed with it, using the soul cage to gather childrens souls, and put them into different bodys to gain new experiences, walk a mile in another person's Shoe's(And yada yada). she learned that a soul she takes, the body continued to move like nothing happened. and the new body the soul was injected into, gain personality, and memories of that of the old creature, essentially taking control of the new body. Eventually, those that share personality types or similar goals allowed their souls to combine, making a new soul that is superior than both parts by themselves. She learned that she could split a soul, and attaching it to another soul in a paracitic way allowing an effective way to have the creature to be protected and hiden. Plus allowing them to Detached and if injected back into any host will allow them to continue on living(albet some minor Physical issues)

She took what she learned and split her Soul 34 different times,injecting herself into her close friends, family, children she cared about, and everyone she loved to help them and be close to them at all times, but in doing so she made herself very weak. She wasent able to defend herself in the end when her Unlife was taken by that of an old friend who took care of the children she was experimenting with, and her ex-Husband who divorced her and was watching her go insane. They both took the children, 3 of which where children of both the husband and wife, Labotomized them from forming thoughts like that of "her" and later was forced to kill them, to allow pharasma to seperate the soul pieces and hopefully fix her. Or So they thaught.(This is happening in geb. The children she was using for expiriments about the souls where bred to be livestock, by a Clan of Flesh, and was raised in fear and uneducated to prevent them from escaping)

They missed one, which grew up to become a Shadow Lord(Shadow Template i made) that can controll peoples actions through the shadows and can take over someone's shadow, turning it into a... shadow... The Shadow lord is a little bit crazy(as one would be if they are getting memories of another person and gaining some personality conflics) but is ultimatly trying to help revive the woman who sweet talked him about all the good shes trying to help with. But in order to do so, he needs to gather either a large number of insignificant souls or a few extraordinary souls to help with the necromantic process making a patchwork version of herself. Now with a goal of collecting enough soul pieces of herself to become strong enough to "help" geb in the protection of the
children and all living, which the undead feed upon...by collecting the souls.

Souls she gathers into her soul cage and any soul she expends would be becoming a part of her in her eyes.

Theres more to her, but i feel like thats enough to get the just of what shes about.

What would her Profile be. what domains would you give her? Any ability ideas because im making her from scratch, mostly homebrew. im planning on her final battle be mutliple stages, mostly in the maelstrom, where she would split herslef, and the half that comes from her has half hp and caster level(Which continues down to caster level 1, and 1 hp) but is still able to cast high level spells(Wail of the banshee caster level 1 anyone?), suck people up into her basterdized cage, causing a seperate fight in there to get out, and having some old allys she may have collected to fight against the party, but their souls split and injected into other beings, creating almagemites.

Dark Archive

If you Pick up Spell Sage, you can pull some shenanagins with Soul Warden, it doesnt say you need to be a divine caster, it just says if you have 2 or more divine spellcasting classes you choose one for the spellcasting ups.

Dark Archive

Im looking for a way to increase a magic weapon/item/wonderous item while using them. i know you could craft it with a higher caster level, but are there other ways? temporary or no, im looking for different ways for my occultist.

Dark Archive

Eldritch Thaumaturge's are Practitioners of Magic and Swordsmanship. Dedicating their Efforts for the better of humanity. Many Learn their Arts from their Lineage, where secret arts of Combat are passed down from generation to generation. Some say they are Practicing Subterfuge, tricking the people into believing they are more powerful than they are, while others believe what they do is an act from god, creating feats no Man can do. Most Worship a Deity, but do not draw their powers from them. Instead they Follow a Code of Conduct, Following the Code their Family has dedicated themselves to protecting.

Class Features wrote:


Alignment: Any, But most tend to be good.
Class Skills:,Appraise, Bluff, Diplomacy, Craft(Any), Handle Animal, Heal, Knowledge(Arcane) Knowledge(Religion) Spellcraft, Profession, Ride, Survival, and Use Magic Device
Skills: 2+int
3/4 Bab, Good Fort+Will[/spoiler]

Eldirtch Aura(Su):

An Eldritch Thaumaturge Constantly detects as magic. Any Creature attempting to detect magic on her must Succeed at a caster level check(Dc= 11+Eldritch Thaumaturge Level) or fail to identify what aura's are on Her, as the swirling of magic disrupts the reading. This does not stop anyone from pinpointing the locations of the auras. it only stops the reading of the schools.

Detect Magic(Sp):

The Eldritch Thaumaturge can Detect magic, as the spell, At will as a standard action. As a Swift Action, the Eldritch Votary can Target a single creature or object and detect magic on that as if he has Concentrated on Detect magic for 3 rounds, giving Access to all the options available Under detect magic. You must be able to see what you are detecting to use detect magic in that way.

Smite(Su):

The Eldritch Thaumaturge can Smite a target he Can see within 30 feet as a move action, Adding Her Charisma to Attacks, and adding half her level to damage. This Lasts for 24 hours or until the Creature Dies, Whichever happens first. Bloodlines add more Effects to the Smite, depending on the Bloodline. The Eldritch Votary gains an additional smite at 5th level and every 5 levels after. At 7th level, She can Smite as a Swift action or a Move action. the Restrictions on Smite depend on your lineage.

Lineage:

: Each Eldritch Thaumaturge has a source of magic somewhere in her heritage that grants her spells,an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a Eldritch Thaumaturge might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. An Eldritch Thaumaturge must pick one Lineage upon taking her first level of Eldritch Thaumaturge. Once made, this choice cannot be changed.

Thaumaturge:
The Eldritch Thaumaturge Weaves Magic into his Very Essence, Causing him to be more Resilient to Most attacks. Eldritch Thaumaturge adds her Charisma to Fort and Reflex Saves, and Uses Charisma instead of Wisdom for Will Saving throws.

Family Bond:

At 5th Level, The Thaumaturge Bonds with a Familiar, or a Martial or Exotic Weapon Passed down by Generations, functioning as an arcane bond. The Weapon Is always considered Masterwork Quality and you are automatically Proficient with wielding it. At 5th and every 3 levels after, the Weapon gains a Cumulative +1 Enhancement Bonus that Stacks with any other Enhancement bonus on the weapon. Every day, you can Change the Enhancement Bonus to a Special ability From the Following: brilliant energy, defending, disruption, flaming, frost, keen, and shock. If his Bonded weapon is a Double Weapon, he can split the Enhancement bonus However he wants to Both Ends, but each end does not gain more than a +3 Enhancement Bonus Total.
If you gain a Familiar, it Also has the Ability to smite the same number of times you are, using your charisma and Level, However it only Works for one round. It Gains all the same benifits as you do under your Lineage powers when smiting.

Lineage Options:

Aberrant Lineage
There is Taint in your family. Many find you alien and bizarre. You Tend to think in strange ways, Seeing outcomes that most dont see. You approach Problems at an angle. Over time, the Taint manifests into your combat style.

Smite: Against your target, when you strike with a Natural attack gained from a Polymorph Effect, you Reduce the casterlevel of a random spell the target has by 1(Sr applies to the Hit). No spell can go below the minimum casterlevel needed to cast the spell. At 7th Level, you may use a smite to cast Dispel Magic with a caster level equal to your Level.

Smite Restriction: Your smite only works with Natural attacks or Unarmed strikes. If you hit an opponent with a manufactured weapon, the bonuses gained from smite is Halfed.

Aberrant Strike(Su)at first level, You can Grow a tentacle, Claw, or Pincer, Dealing 1d3 Points of damage + your Strength Damage. at 7th Level, you may Grow 2 tentacle, claws, or pincers as a swift action; Or you can grow a Gore, 2 hooves, or a Bite as a standard. at 13th you may grow as many natural attacks as you have limbs as a swift action. You can use this ability 3+Charisma times a day, and lasts 1 minute.

Long Limbs(Ex) At 3rd level, your reach increases by 5 feet when using an unarmed strike or a natural attack. this ability does not otherwise increase your threatened space. at 11th level, this bonus increases to 10 feet.

Unusual Anatamy(Ex) At 9th level, Your Anatamy changes, granting you a 25% chance to ignore ciritical attacks, sneak attacks, and Precision based damage. at 15th level, it increases to 50%

Abyssal
Generations ago, a Demon spread its influence among your family. While some refuse to use this power, you embrace it, learning from the whispers you hear.

Smite: When you smite, your attacks deal an additional 1d4 Fire damage per 4 levels(5d4 at 20th). Your attacks count as Evil and Chaotic for the purposes of overcoming DR.

Smite Restrictions: Even though you can be of any alignment, you can only smite good or Lawful creatures.

Demonic Whispers: At level 1, You add your Charisma to your Will Saves, which stacks with thaumaturge. at 7th, If you fail a Will save, you may Expend a Smite to instead roll a Fort save, Dc equal to the Will Save. If you Succeed at the second saving throw, you are confused for one round instead of the Original effect.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Accursed
Somewhere in your family history, an Ancestor birthed a Hag, Which altered the path of your family forever. You Might not be related to the hag, but the hag's influence forever has a hold over your lineage.

Smite: Spells that affect the target of your smite are cast at a +1 Caster level and a +1 DC. You can Expend additional Smites to add Cumulative +1 Bonuses to caster level and DC.

Smite Restrictions: You Can only Smite Creatures who are Demoralized, Shaken, Sickened, or who has the worsened condition of any of those. You dont add your Charisma to attacks.

Horrific Visage (Su): At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your Thaumaturge level + your Charisma modifier) or be shaken for 1 round for every 2 Thaumaturge levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Hag's Hex: At 3rd Level, you gain a Witch's hex. Your effective level for this Hex is Your Thaumaturge level-4 and you use your Charisma in Place of Intelligence.

Dread Gaze (Su): At 9th level, you gain a form of the green hag’s evil eye power. As a standard action, you may fix your gaze on any one creature within 60 feet. The target must make a Will save (DC 10 + 1/2 your Thaumaturge level + your Charisma modifier) or be staggered for 1 round for every 2 Thaumaturge levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.

Aquatic
Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.

Smite: You add 1d4 Cold Damage every 4 levels against the Target of your smite. You can Spend an additional smite to give your smited target vulnerability to cold. if they are immune to cold damage, they lose the Immunity for one round every 6 levels(Min 1 round)

Smite Restriction: the Target must be covered in water to be smited. A spell has the Water Descriptor is Enough to cover an enemy to be smited.

Water Rush(Sp) At first level, as a Ranged touch attack that has a range of 30 feet, you may bull rush an enemy closer or further away from you as if Hydrolic Push. You can use this 3+Charisma times a day.

Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water

Aquatic Submission(Ex): at 9th level, Spells that Deal cold Damage, you deal damage equal to 1/2 your level and you use your whole Level as your caster level for those spells.

This is what i have so far. More is gonna be here soon. if you have suggestions, let me know.

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Well, im running a Shaman that does nothing that buffs and summons. at level 9, using the rod of Giant summoning, i have a Huge sized Earth Elemental, with ~ a +21-+27 to attack dealing 2d8+28 points of damage with each slam. im constantly holding back to not deal more damage than the barbarian. Generic summoning feats as well(No evolved summons though)

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Olaf the Holy wrote:
You should grab Haste with Lore.

I pulled Blessing of the Fervor With the Human Favored Class bonus. I saw no point of grabbing that.

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in Ultimate Intrigue, it states, the minimum action required to interact with an illusion is a move action, unless there is reason to make them get an auto save(Such as you putting a mask on someone)

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DPR Olympics Correct? Looks like Animal Companions, Summons, and Mounts are allowed. Ok, here I go.

level 12 Human Shaman, If Varient is Allowed, using varient multiclassing of Bard. Using Heightened Mount, Communal and alter summon monster
Main Item really needed is a rod of Giant summoning, Normal.

:

Feats:
1: Spell Focus(Conjuration)
H: Augmented Summoning
3:Bardic Knowledge
5:Ritual hex
7: Inspire Courage
9: Proxy Summoning
11: Versitile Performance
Hexes:
2: Fortune
4: Chant
8: Scar
10: Secret(Heighten Spell)
12: Guiding Star

Wandering Hexes:
6: Arcane Enlightenment

Giant Huge Earth Elemental

Str= 40(28Base+4 Augmented+8 Giant)
Attack= +21(10BaB+15Str-4 Size)
Damage= 3d6+15

With long term Buffs online(Heroism, Hunter's Blessing, Barkskin, 2 Monsterous Extremeties), and since the spell lasts 48 Hours, it makes sense to add in items to the Mix(Amulet of Mighty fists +2, Belt of Strength +4) it becomes:

2 Slams +29(3d6+21) and 2 wings +24(2d6+10)DPR: 79.5
Turning on Power Attack
2 Slams +26(3d6+27) and 2 Wings +19(2d6+13)Dpr: 97.5
Using Bardic Performance
2 Slams +28(3d6+29) and 2 Wings +21(2d6+15)Dpr: 105.5
If i can cast Divine favor on it using proxy summoning, then:
2 Slams +31(3d6+32) and 2 Wings +24(2d6+18) Dpr: 117.5

Spells used:
3:Heroism x1
5: Hunter's Blessing x1
1: Divine Favor x1
2: Alter Summon Monster
6: Mount, Communal(Heightened)x1


Please note this is just 1 Summon. with the spells of a 12th level shaman, the DPR can go Higher.

With Ritual Hex, you can gain access to a Grande Hex, which my favorite is the resurection one, however you can get summon spirit, to gain access to a 18 HD ghost, which increases the DPR even more. even though shaman is a spell caster, i belive this follows the rules of Martial, as clerics can go martial, heck, even eldritch knights are a thing.

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DominusMegadeus wrote:

** spoiler omitted **

No, I don't think there's a first-party source of water wings.

Steven universe spoiler:
Jasper did do nothing wrong. she wanted to bring steven to her diamond and show her an abomination, as nothing like him was never seen before, in addition, what was supposed to be a routine check up turned into an escapade of Fusions and deceit.
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Elementalist Orcale, Choose Air as your element, and choose waves as your Mystery and shattered psyche as your curse. As a huge SU fan myself, ive actually made level 11 Characters of all the core universe characters, and this is what i chose for lapis.

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graystone wrote:
Moospuh wrote:
avr wrote:
miscdebris wrote:
Menacing Shade of mauve wrote:
Grandlounge wrote:

For pfs I buy a wand of alchemical allocation. It's a bit more than one perserving flask but you can get as many uses in a day as you want.

I have not yet burn through a wand before level 12 yet. But I will try!

That's not legit.
More information, please.
Alchemical allocation is only available to alchemists and investigators. Neither can use Craft Wand without hefty multiclassing. There might also be specific PFS rules about it, I don't know.
to be more specific, alchemists are not Spellcasting classes. they use alchemy to produce effects that resemble spells. its under the alchemy class feature.
Not entirely true anymore. Spell Knowledge discovery gives the character an arcane spell they actually cast. That can make them an actual Spellcasting classes.

Even so, you still cant make a wand of alchemical allocation as that spell is not on any spell list other than alchemist/invest. which, as stated before, is not an actual spell casting list/class. if you can find a way to add that spell to a sorc/wiz or any other class, then yea you can have wands, scrolls of it.

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avr wrote:
miscdebris wrote:
Menacing Shade of mauve wrote:
Grandlounge wrote:

For pfs I buy a wand of alchemical allocation. It's a bit more than one perserving flask but you can get as many uses in a day as you want.

I have not yet burn through a wand before level 12 yet. But I will try!

That's not legit.
More information, please.
Alchemical allocation is only available to alchemists and investigators. Neither can use Craft Wand without hefty multiclassing. There might also be specific PFS rules about it, I don't know.

to be more specific, alchemists are not Spellcasting classes. they use alchemy to produce effects that resemble spells. its under the alchemy class feature.

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Half orc Shaman.

Take Wood as your main spirit, and lore as your wandering.

you can grab XCha mod Spells every day off the Wizard spell list and can cast them Divinely, if you use a wandering hex on it.

You can grab the best spells off the cleric list and add them to your spell list.

I have a level 9 build using Mount, and alter summon monster cast under the stars using a Heavens hex to summon a Large earth elemental(Rod of giant summonings make it Huge) and grab buff spells of both lists to buff it to high heavens. it does ~ 2d8+27 dmg per hit, and has ~22-25 Attack bonus.

Of course, you can also do blood money, masterwork transformation, and sell the item for free $.

Only difference is, im a unsworn shaman, so i get more hexes but lose out on spirit abilitys.
Abe. the Elemental Shaman

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The Prestige class Envoy of balance allows you to channel both positive and negative energy at the same time, and you remove the -2 penalty to channeling with versatile channeler feat. all with using 1 use of channel energy.

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I'm at work ATM. Interested in building this. You working with a 20 pb?

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Im looking for a list of commonly used rules pvp, im wanting to get into the pvp area, but i cant find many common rules pertaining such, like what items are banned, archetypes, classes, books, ect.

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Effortless lace is good to make your quarterstaff a light weapon, making it finessable

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Its not 3rd Party. Poly Line is Good. Explosive runes is good, you can alter the spell to add people to the "Can read" List. Monsterous Extremities is another good one. Genie Kind.

theres not much to go with this feat. many abjuration/transmutation spells dont give you choices.

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I had a similiar build awhile ago for PFS, he would do nothing but full defense.

Levels where: Lore Warden Fighter 2(F), Master of many styles 2(M) Honor Guard Cavalier(Order of the Paw)(C)3, Crusader Cleric 1(CC), Community Guardian Oracle 1(Tongues Curse)(O)

Level Prgression was: F>M>F>M>C>C>CC>C>O

Feats:
1:Cautious Fighter
F1:Blundering Defense
M1:Crane Style
F2:Archon Style
F2:Combat Expertese
3:Shield Focus
M2:Crane Wing
5:Boon Companion
C1: Paired Opportunist
CC1: Saving Shield
7: Archon Diversion
C3: BodyGuard

Traits: Helpful Halfling/Cautious Warrior

Before the more recent Crane Wing Errata, where it added a bonus to full defense or fighting defensivly,

you would gain 3+2+2+1=+8 when fighting defensivly, or +10 when full defensing, which gives half that bonus to all adjacent allys. Next, with Archon Diversion, as a move action, you take a penalty to ac, to give others a bonus to ac. With your crazy high defense yourself, they usually need a nat 20 to hit you, and if they do roll that nat 20, you can deflect it with crane wing, causing it to miss anyways.

Your Pet(Dog or wolf, your choice, you will always be riding, and he was the bodyguard archetype. His Feats where Combat reflexes, Bodyguard, Additional Traits(Adopted:Helpful Halfling, Cautious Warrior)

He would aid others nearby, while I would do the same, and as I would always be riding him, he would get the passive Bonuses from ac a majority of the time.

2nd level of Cavailer gives you the ability to allow people to reroll saves, which is a +,

your real item is the Ring of tactical precision, to give your Paired Opportunist to allys without spending an action to do so. Archon Diversion causes an Aoo for the ally your protect with it, so Aoos for everybody!

Math Time :)
Total Defense Aura: +5
Saving Shield: +2
Archon Style: +2
Bodyguard: +4
Pet Bodyguard: +4
Total: +17 To AC, Ability to redirect one attack to yourself and causing an aoo for that ally, Reroll saves 1/day/save for everyone. Ability to give people stupid amounts to skills thanks to Community Guardian Oracle, your own saves are crazy high due to the multiclassing and everyone would want to have your babys(Jk, but they do want to be next to you)

Con: You do no damage. Literally. with the way how i built my character, he did 1d4-3 points of damage.

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ShinsouBlue wrote:
Moospuh wrote:

I Would Swap your Strength and Your Con, and taking Guided hand as a feat, which allows you to use your Wisdom to attack, instead of your strength, with your deity's favored weapon.

I wouldent go with any of the varient channeling feats, as it halves your channel energy healing factors with a majority of them. instead, i would focus on healing outside of combat instead of in it. In Combat, preventing damage is ofen the best way to heal. Aid another for AC is your friend(Once again, with guided hand, you would use your wisdom for this check), Spells like Protection from evil, Sanctuary, and other spells like that with your high Wisdom will go a long way for you. higher spells will be stuff like barkskin and other protective spells.

Your other feats,(if your DM allows them) would be channeling force, and then followed by Extra Channel, Extra Channel, Extra Channel. thus, when you do have to be in melee, you can smack them with the Power of Sarenrea.

For the point on Guided Hand, you have to bear in mind I did all of this with the Core Rulebook only. As I know, Guided Hand was added in the Ultimate Combat Book, so I wouldn't have known of its existence at the time. Though reading it, I do like it, and I'm gonna add it to my character. Any changes I should be aware of if I use other rulebooks for my characters?

Mechanic wise? no. other books open more options for your character. I still Suggest channeling force from the advanced class Guide for your character to add your # of channel die to your damage for 3 rounds as a swift action.

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magispitt wrote:
One last thing - we're doing hero points which I've NEVER done before: what's your take on that? Should I take some feats to take advantage of it, do nothing, or go the other way (anti-hero and grab another feat)?

hero points are way to fantastic to get rid of for another feat. keep them. there are spells that grant you temp hero points to use freely.

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If they Want Simple: Rogue+ Alchemist. Its simple straight up Abilitys would be easy to use, Dex+int would be their focused Stats. if allowed archetypes, Underground Chemist+ Scout Rogue, and Trap breaker Alchemist. Its simple, straight forward abilitys that with a bit of ulity and freedom for imagination with the Alchemist Infusions.

If Complex, then Slayer+investigator. Lots of buffs on oneself that increases over time. keeping track can be a nightmare, but might be fun if its their cup of tea. The investigator is a skill monkey, so you will have that ground covered.

For the Fighter, for simple:Fighter+Monk. They do get alot of feats, but its a simple build that allows them to focus or multifocus on what kind of fighting style they want(So a switch hitter, Great sword focus) Ect. If allowing archetypes, then I Would go Lore Warden Fighter+ Kata Master Monk. Its more focused on the Unarmed strikes, but it still allows freedom with the build, with high damage the more you level.

For complex, I would do Urban, Invulnerable Rager Barbarian, Gunsliner(Any Archetype)

you would Rage For Dex, Granting bonuses to attack and damage with gunslinger abilitys, and the rage powers are nice to have to use with a gun(Your dm might hate you for this)

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I Would Swap your Strength and Your Con, and taking Guided hand as a feat, which allows you to use your Wisdom to attack, instead of your strength, with your deity's favored weapon.

I wouldent go with any of the varient channeling feats, as it halves your channel energy healing factors with a majority of them. instead, i would focus on healing outside of combat instead of in it. In Combat, preventing damage is ofen the best way to heal. Aid another for AC is your friend(Once again, with guided hand, you would use your wisdom for this check), Spells like Protection from evil, Sanctuary, and other spells like that with your high Wisdom will go a long way for you. higher spells will be stuff like barkskin and other protective spells.

Your other feats,(if your DM allows them) would be channeling force, and then followed by Extra Channel, Extra Channel, Extra Channel. thus, when you do have to be in melee, you can smack them with the Power of Sarenrea.

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Oh, sorry. you posted while i was looking through things. Well, if you cant Monk, then Arcanist/Magus is good. You dont need Charisma really, and with the Arcana, you can use Broad study(magus 6) to Spell strike with arcanist spells. if he allows archetypes, then Bladebound Magus+Brown fur transmuter is a good combo.

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I Suggest Empyreal Sorcerer/Monk. Wis+Dex are your friends. great AC, casting, mobility, and if you take Feral Combat training, you can take use of polymorph spells and flurry.

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my online game is thinking about buffing the kinetisist. We think its pretty lackluster class and weve seen many people compare it to NPC classes such as warrior or aristocrat, and how they do more than the kinetisist.

Here is what we have so far.

Wild talents: Same

Burn: You gain a pool= to your CON Modifier. at level 5 and every 5 levels after, you add 1/2 Your CON Modifier to the Pool. If you run out of Burn, you may take CON Mod X Level in Non Lethal Damage to add 1 point to the Pool. when your rest for 8 hours, you regain all points back, and damage taken can be healed normally.

Gather Power:You spend a Move action to gain 1 temporary Burn Point. at 7th, you may spend a swift to add 1, or a Move to add 2. At 15, you may spend a Swift to add 1, or a Move to add three.

Blasts: You may full attack with the blasts, but they cannot be affected by anything that grants you more attacks in a round(Haste, TWF, Rapid SHot, Ect)

Infusions:Dc is modified by con, instead of Dex. you can only use an infusion once a round.

Elemental Overflow: 1 point from your pool to add whats left in your pools to attack, and double it to damage, Max of +1 attack/+2 Damage per 3 levels. you cannot use gather power on this.

Metakanesis: Same

Internal Buffer: You gain a bonus combat feat, at the indicated levels. each time you use the feat, you must use 1 burn. Each time you gain a new combat feat, the one before it becomes free to use.

Infusion Specialist: Choose 1 infusion at the indicated levels. the cost to use the infusion is 1 less(Minimum 0). You cannot choose the same infusion more than once.

SuperCharge: You gain a infusion or a wild talent not from your school. it costs 1 more burn to use, and cannot be reduced by any effect that reduces burn.

Omnikinesis: Burn in this way cannot be returned when you rest. you must wait 24 hours to regain.

Feat: Extra Burn Pool: You gain 1/4 your level in Kinetisist(minimum+2) to your burn pool. this is a static bonus and raising your level, does not increase the amount of extra burn pool you have(a 20th level kinetist will still be getting the +2 Burn points from this feat he took at 7th level)
You may take this feat multiple times. it Stacks.

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Welcome Adventurers! Lastwall welcomes you to our Kingdom! Gain Riches and defend the boarders in the Battlefield, or gain knowledge and tactical Accumulation in Our Vast Librarys! Looking for a Place to settle down? Buy a shop and Sell your wares! Or Settle down, take a load off, Raise children. The great defenses of Lastwall protects you and your family from the ravages of Golarian. You a Society Member? Venture-Captain Evni Zongnoss Is More than willing to Pass Missions to you!

Lastwall is a Living World Campaign set in, well, Lastwall. Vigil South is the Main City, where you train with General Helga Von Kill to fight off the Chimera ant threat via Society style Gameplay. We play on roll20, just make a post Detailing what you wish to play and thats pretty much it. We are currently need gms to run games, or moderate other games being ran.

https://app.roll20.net/lfg/listing/37718/calling-all-adventurers-lastwall-l iving-world

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Roll 20 wrote:
I Made Lastwall as a Hub for those who Have erratic Schedules. Those that have odd hours of when they can play when they want Either for society, or just free play where you can drop in any time. We are currently looking for GMs, Please PM me if you are interested. Scenarios are can be anywhere up to 6 hours in length.

Welcome Adventurers! Lastwall welcomes you to our Kingdom! Gain Riches and defend the boarders in the Battlefield, or gain knowledge and tactical Accumulation in Our Vast Librarys! Looking for a Place to settle down? Buy a shop and Sell your wares! Or Settle down, take a load off, Raise children. The great defenses of Lastwall protects you and your family from the ravages of Golarian. You a Society Member? Venture-Captain Evni Zongnoss Is More than willing to Pass Missions to you!

To Become a Resident; You Must fill out These Forms.

  • Create a Forum Post here With the title of: Your Character Name| Race| Class.
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  • Describe your character a little. what do they look like, distinguishing features your Image couldn't Describe.
  • Finally, Your Sheet. Post a copy of your character with any online Sheet. If you Prefer using Magic, Such as PCGen, Or Hero Lab, Deliver a Copy To Our Mail Services . Please Reupload it every time a change happens to your character. Either Level up, Stat increase, Major item. Ect.

~For The Society~
LastWall Welcomes Society members! To Get into our borders without a Passport, We need to See your Society Given Number, Name and Wayfinder. You also need to post a copy of your character using the same method Above. Sadly, Society members cannot be Residents and cannot Work within the Walls.

Welcome To Lastwall. I hope you Enjoy your Stay.

Information and more detailed character creation is found here:
Lastwall on Roll20.

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I am an Avid Shaman lover. Love the class, loves what it brings to the table, loves how it feels, but honestly I Would suggest instead the Spirit Guide Oracle, Either Life Mystery and Life Spirit, Life Mystery and Nature Spirit, or Lunar and Life. My favorite is Lunar and Life since you use Charisma for everything.

Now: For Stats for Lunar/Life I would go:

Str 7, unless you want to melee, then you can switch it out with Int and add the racial bonus to str.
Dex 7 You are gonna be in the Back most of the time if you worry about CMD.
Con 14 Mainly for HP+Saves.

Int 14 Since you get all knowledge'as class skills, a decent Int is required to fill a role of skills if needed. If you want a melee focused build, swap it out with Str and add the racial bonus to it.

Wis, 11. There's not much going for you here besides a few hexes and a better save.

Cha 18+2 your cream of the crop. The higher this number, the more stuff you can do.

Your 1st level feat should be Noble scion(War) so you can use Cha for init and level 3 should be extra revelation for an animal companion of the list.

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Any additional codes? Was looking at the factory and love the layout. I am an avid character creator who DMS a homebrew game + DMS PFS quite a bit. Would love to try this out for a few characters, even if just for PFS :3

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I've talked to the other members of the group, they are buying wands and stuff we need. I've compiled a list of utility based wands that they own but I hold onto when casting. The barbarian is even gonna buy a rod of quicken spell for that haste bonus and X buff spell.

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