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![]() Not really the way the method they use to gain XP means the bigger the gap the less XP they gain. If you gain a 5th level cohort at 7th level, they get 71% of the experience you gain. If you gain a 5th level cohort at 12th level, they gain 56% of the XP you do. If you gain a 13th level cohort at 15th level, they gain 87% of the XP you get. In fact, if you gain a 5th level cohort at 7th level it will take a long time for them to come close to your level and would never reach your PCL -2. At 20th level the cohort would be 16th level. To get a cohort of 18th level by 20th level you need to recruit a 11th level cohort at 13th level and have a leadership score of at least 16. This is assuming you keep the same cohort. Recruiting a new cohort could lower your score if the cohort died. I am not sure if you would take a penalty for dismissing the cohort or even if you can dismiss and recruit a new cohort. ![]()
![]() Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. The bolded parts clearly state the level limit is for a starting cohort. A cohort does not count as a party member when determining the party's XP. Instead, divide the cohort's level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to the cohort's total. If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level. The book also specifies that a cohort can gain XP and levels. The only limit to the levels gain is that it cannot be more than 2 levels below your character level. Cohorts gain XP slow than a PC so it will take a while for the cohort to approach your level. If you recruit the cohort early it actually takes them longer to gain levels. At low level the rate of advancement is pretty slow. By about 13 level it approaches about 85% efficiency. Level 17 is actually the optimal for gaining levels. Above that the level limit kicks in too soon.
Does the mythic ability speedy summons work with the variant summoning spells on the summoners list?
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![]() Why bother with the level of wizard? All it really gets you is the ability to act in the surprise round, a +1 to initiate, and a +1 bonus any check a few times per day. Archeologist bards get a bonus to perception rolls; they also usually max out perception and it is a class skill. By 5th level they should have at least a +9 Perception roll. A half Elf gets skill focus as a bonus feat and keen so a half elf should have a +15 bonus to perception. That does not factor in Archeologist luck or Heroism. Once those are added you are at +20 to perception roll. The high bonus to perception rolls makes the value of being able to act in the surprise round a lot less valuable. When you are rarely if ever surprised acting in the surprise round is not important. As a bard you can already use medium armor with no spell failure, so mage armor is worthless. By 5th level you should easily be able to afford a mithral chain shirt. That will give you the same AC all the time instead of just for an hour. Bards are a CHA based class with UMD as a class skill, so using wands is usually not a problem. Both Heroism and Archeologists luck can boost UMD. Buy a wand of Shield instead of casting it. ![]()
![]() Who is to say that the laws of physics in a world where magic works is the same as our world. As Oil Ironbar brought up Alchemy in the Pathfinder universe actually works. If medieval alchemy actually works that would seem to indicate that the natural laws of the universes diverge at some point. That being the case electrolysis may not work. ![]()
![]() Bottle of the Bound allows you to use Summon Monster IX. The description of Summon Monter IX states you can use it to summon 1 monster from the level 9 list, 1d3 Monsters from the level 8 list, or 1d4+1 from a lower level list. The spell already allows you the option of summoning multiple lower tier creatures. ![]()
![]() First, the character needs to have an appropriate craft skill to make an item with Fabricate. Since Electrolyzing water is a modern technique, the character will not have the relevant craft skill. Second quality of the finished item depends on the quality of the base material. Ocean water is probably considered very low quality for making lye. Before electrolyzing sea water, it is filtered and treated. Typically, you also add electrolytes and potassium hydroxide. This will mean the quality of the lye created is extremely poor. Finally, the casting time of the fabricate is measured in full rounds. That will give the merman a time to move out of the area you are creating the lye in. Since you are underwater, the lye will also end up being diluted. Given the slow creation time and poor quality of the lye it probably will not do that much. Salt (Sodium) is considered a mineral so the target is reduced to 1 cubic foot per level. ![]()
![]() Since gold is a metal not stone why not simply use rock to mud to turn the stone containing the gold ore to mud. Then all you need to do is to filter out the gold ore. Get a decanter of endless water and use it for a sluice box. Rock to mud is only a 5th level spell, so it would be much easier to do. Transmute Rock to mud has an Area of two 10-foot cubes/level. That means at 10th level you would be able to affect 20,000 cubic feet; at 16th level it would affect 32,000 cubic feet. That is twenty times the volume of polymorph and object You are using a higher-level spell, and more effort with less return on your investment. Another thing to consider is doing large scale destruction to the environment could anger a lot of people and creatures. This type of destruction would probably start a war with the local druids and may draw the attention of nature-based deities and entities. That could be the in-game reason that Claxon was talking about. ![]()
![]() Even with the Clandestine Inquisition the cleric is not going to work well as a master of disguise. All it would do is to give the character the ability to roll twice for disguise a limited number of times per day. The problem is Disguise is not a class skill for a cleric and clerics do not have a lot of skill, nor do they have and spells that boost disguise. They could take the trickery domain, which would give disguise as a class skill and Disguise Self as a domain spell. The problem with that is they still do not have a lot of skill points and can only use their domain slots for Disguise Person. The reason the inquisitor works is he gets the needed skills as class skills, and has plenty of skill points. Bluff is going to be nearly as important as disguise for this character. Inquisitors spell list includes disguise self and a lot of other spells that will support this concept. ![]()
![]() I would go with a Brazen Deceiver Bard for this concept. Bard is a CHA based class with lots of skills and access to illusions. They get a bonus of ½ their class level (minimum +1) to Bluff, Disguise and Stealth. Not only do they get magic they can often use it without people realizing they are using it. They get the equivalent of lore master with Bluff. ![]()
![]() Typically, an Oradin has 2 levels of paladin, and the rest is oracle. This gives the character better combat ability than the standard oracle and CHA to saves. The CHA to saves is a huge part of what makes the character effective. At high level that is like getting a +5 (or higher) cloak of resistance that stacks with a cloak of resistance. It also gives the oracle the ability to use heavy armor. Since the oracle is a full 9th level caster, they still get high level spells but are about a full spell level behind a straight oracle. By 12th level they have access to 5th level spells. The combination synergizes well because the paladin is offering massive defensive ability. The Shaman/Warpreist does not gain CHA to save. The shaman 4/warpreist x nerfs the spell casting of the character way too much. By 12th level you will be limited to 2nd level shaman spells and 3rd level cleric spells. Your caster level in both classes is also lower than normal so your spells besides being lower level will be less effective than a single classed character. If you do a shaman 2/ warpriest x it will be a bit better, but your spell casting will still be extremely weak. The warpreist is only a 6/9 caster so gets slower access to spells multiclassing makes this worse. The 2/10 character will have access to 1st level shaman spells and 4th level cleric spells. By comparison a straight oracle (or cleric) will have access to 6th level spells at this point ![]()
![]() The warpriest looks to have more potential than the paladin. If you are going the startoss chain vital strike can really add damage. By 12th level you could be +15 to hit and doing 3d10 +22 points of damage with a starknife on the first hit and possibly getting 1 more hits at +15 doing 1d10 +22 damage. This assumes human and using the FCB for extra feats and taking deadly aim at 11th level and casting divine favor (with fervor). The warpriest sacred weapon damage synergizes with the vital strike chain very well. Warpreist also allows you early access to improved vital strike. ![]()
![]() As I mentioned the feat catch of guard allows you to use an improvised weapon without penalty. It also makes unarmed foes flatfooted vs you when you attack with an improvised weapon. Any martial with catch of guard and power attack should be good enough to fight their way out. Rogues will get even more benefit from this feat as it will allow them to use their sneak attack anytime, they are fighting an unarmed opponent. Even if you do not have catch of guard, you can still use improvised weapons with a -4 penalty to hit. That can be offset by a high STR and or BAB. A single point in craft weapon is going to be enough to craft a simple weapon even without tools unless they have bought down their INT or have some other penalty besides not having tools. Many simple weapons do not cost anything so should be able to be made quickly. Clubs and wooden stake will probably be the easiest to make. If the GM is running a gearless scenario, they should not be using challenging opponents with full gear. Any GM that does that is being a dick. So, even though the character might not be as efficient as normal, they should still be able to deal with the situation. The lesser damage and chance to hit should be offset somewhat by the fact the opponents having less AC and HP. ![]()
![]() The big problem with the paladin is your deity’s alignment is chaotic good and as a paladin you must be lawful good. Since Diving Fighting Style has a prerequisite of matching your deity’s alignment you do not qualify for it and the whole build falls apart. Even if that were not the case the conflict between your alignment and your deity’s is likely to cause problems. What do you do when the paladin’s code conflicts with the code of your deity? Guided Star requires a swift action which is going to conflict with a lot of the abilities of the warpriest. You are prioritizing DEX so your WIS will not be that high. Weapon specialization is probably a better choice. Point Blank Master is also something you should pick up and that requires weapon specialization as a prerequisite. If you go human not only, do you get an extra feat at 1st level you also can get an extra combat feat every 6 levels from the human FCB. This will allow you to pick up both weapon specialization and point-blank master at 6th level. Delay taking Startoss Comet till 7th level and quick draw till 9th. You don’t get your second attack until 8th level, so quick draw at 7th level does not do much. With point blank master you can always throw a starknife even when in melee. ![]()
![]() Both Gunslinger and Swashbuckler are full BAB with proficiency in martial and simple weapons. Swashbucklers class abilities work with any light- or one-handed piercing weapon. That means they can use them with a lot of weapons including daggers and knives. Shivs and wooden stakes are probably the easiest improvised weapon to make and would qualify as a light piercing weapon. They usually use power attack for damage so will have at least a 13 STR and can still add damage to their attacks. About all a swashbuckler would really lose is weapon specific feats like weapon focus and specialization. They also have a high DEX and can use ranged weapons. The fact most of their AC comes from DEX and nimble means they will usually not suffer as much from lack of armor as a martial class that relies on heavy armor. So, unless they are not able to find or make any weapons they are probably about as effective as the brawler and monk. A swashbuckler with a knife and dagger can still add his level to damage if he has at least one panache point left. Gunslingers are a different story. Most of their abilities are tied to firearms, but not all are. Like the swashbuckler they are a high DEX class with nimble, so their AC is still good. They can still use any ranged weapons they find, and their high DEX gives them a good chance to hit, but they will have trouble with damage. Some of their feats will be usable with other weapons. Both quickdraw and rapid shot are common for gunfighters so they can use them with thrown weapons. They may lose a lot, but they are not as bad as some classes. ![]()
![]() Will the character be going against creatures with gear? Any full BAB class with proficiency with martial and simple weapons can take the weapons of their opponents and use them. Just because you start out with no weapons does not mean you have to stay that way. The feat catch of guard allows you to use just about anything as a weapon without penalty. Monk’s and brawlers do have some advantages without gear, but they are not completely free of the need for gear. Without gear their defenses are still lower and they rely just as much on things like belts, headbands as other characters. ![]()
![]() It gives you more follower earlier and adding your tier can help offset penalties to your leadership score. Not all characters have high CHA and can buffer poor treatment of your follower. Crusader may not gain the high-level paladin more followers, but it probably will help the evil inquisitor that dumped CHA because his inquisition allows him to use WIS for social skills. Also, if you have both crusader and leadership, you do get a lot more followers. ![]()
![]() Half the damage of Umbral Strike is already cold damage. So, while the spell lacks the cold descriptor it’s kind of already is a cold spell. It seems to me that RAI this spell should have the cold descriptor. As a GM I would have no problem with the feat affecting Umbral Strike, but all it would do would be to boost the caster level by one. It would not in my opinion convert the negative energy to cold because it is already doing cold damage. ![]()
![]() The cost of a material component is an abstraction designed to make the game playable. The game mechanics specify things in terms of GP value to simplify the game. This way the player just has to pay the price and does not get bogged down in the details of metal purity, how finely ground the s of the silver is or other details that the character (not the player) would be dealing with. ![]()
![]() If you want a way for a similar build without multiclassing the druid herbalism gives you the potion part of the alchemist. VMC will add in some of the other class abilities but takes a bit longer for the abilities to come online. VMC trades away feats for some class abilities of the other class, without sacrificing the class abilities of the first class. ![]()
![]() The list on AoN looks to be a complete list of all poisons in the game. The list with the cost of NA seems to be those that cannot be manufactured. Blackfrost as I mentioned is a produced by an arcane machine located in a city at the North Pole, Green Prismatic Poison is created by the spell Prismatic Spray or its variants, Wyvern Poison must be harvested from a wyvern. Lethe Water is water from a specific source. Not all poisons can be manufactured with a craft skill. Some are either naturally occurring substances or produced by specific creatures or objects. ![]()
![]() Hero Labs have a cost listed for both of those. brain rot is listed at 800 and black adder venom is listed as 120. There were a couple of poisons in Hero Labs that did not have a cost but those seem to be unique poisons that either cannot be manufactured or require specific components that are probably not available for sale. For those that require specific components I would simply require the character to actually find the component. For example, if the character wants to make black smear, they have to go to the where the fungus it is distilled from can be found and harvest it themselves. Since that particular poison is used by dark creepers it may require a visit to their territory. Blackfrost poison is produced from the sludge of an arcane machine built by an ancient race. That cannot be made by the character. ![]()
![]() Assured Drinker is the best mythic path ability for an alchemist. Not provoking an AoO when drinking an extract is good but being able to drink an extract as a swift action make it even better. This is going to be the first mythic ability an alchemist will pick up. Ultimate Versatility is a lot better for an alchemist than fickle attack. Being able to temporarily swap out a discovery is much better than the minor boost to damage from fickle attack. Enduring Elixir is also much better but is a 6th tier ability. Enhance Magic Items will boost the potion you created at minimal level. Improbable Prestidigitation allows you to store almost any of your bombs, elixirs, or mutagens in an extra dimensional space. Longevity allows you to ignore the penalties of aging while still gaining the bonuses. Gaining a +3 to all your mental abilities especially INT is incredible for an alchemist. The fact you can no longer die from old age makes it even better. Returning Flasks allows you to call back a bomb if you fail to land a direct hit. This means it does not do splash damage, but you can use it again the next turn. The Mythic Hero’s Handbook may be third party, but if it is available, it has many abilities that are good for an alchemist. ![]()
![]() Belafon wrote:
There is nothing to check with the GM about this is simple mathematics. The ability alters the spread of number on the roll and unless the GM can alter probability or changes the ability he has no control over the results. On a normal roll you have a 1-6 spread, with fickle attack you have a 2-6 spread. Adding up the possible results of the die (21) and divide by 6 gives you 3.5. With fickle attack the 1 becomes a 6 raising the possible results to 26 which is still divided by 6 to get 4.333333. The Minimum is still only going up 1 point per die, which is not a lot. ![]()
![]() The way I see it using intimidate this way is basically threatening to torture the hobgoblin. You are also forgetting the fact that using intimidate this way does not cause the target to takes actions that will endanger it. A hobgoblin betraying their leader is usually an action that will endanger them. Most hobgoblin leaders are going to at minimum severely punish if not kill a minion who betrays them. ![]()
![]() Fickle Attack may seem good but it does not really increase the damage that much. It increases the average damage from 3.5 to 4.3333 which is less than a full point per die. Considering it is a 3rd tier ability that is not much. If you have access to the Mythic Hero’s Handbook the Genius path has much better abilities for bombs. Dirty Bombs Increases the damage from d6 to d8 and if you spend a mythic point it boost the damage to d10. Path Dabbling will allow you to pick up enduring blessing from the Hierophant path, which makes your extracts with a duration of 10 minute per level last for 24 hours. Path Dabbling is also available to the trickster. ![]()
![]() You would not get both your CHA and WIS bonus because you cannot gain a bonus from the same source twice. Since the sacred fist specifically states it stacks with the monk ability you cannot gain the bonus from both of them. You are not using the sacred fist class ability you are using the monk class ability so all aspects of the ability would follow the monk ability including the stat bonus. ![]()
![]() If you have access to Heroism that would be my choice. Mythic Heroism is even better. There are a couple of domains that grant heroism as a domain spell. Since it has a duration of 10 minutes per level you only need to have enduring blessing once to use it. +4 to almost everything you do is hard to beat. Any of the Stat enhancing spells could be worth using enduring blessing on. Especially if cast on a secondary stat that improves saving throw or other combat abilities. DEX and CON would probably be the most useful. Getting extra HP or AC is always useful. Resist Energy would also be useful. It also only needs the 1 use of endure blessing. Invisibility Purge would need endure blessing taken twice but negating and would have to be cast on yourself but would negate all invisibility within a large area. Spell Resistance would make it more difficult to be affected by magic. True Seeing will shut down lots of things like invisibility, illusions, other trickery. Invoke Deity is another great spell for enduring blessing. Not only are some of the benefits incredibly useful, you can change what the domain to another domain your deity offers. The Glory and Protection domains are good choices. Good allows you to makes all your weapons be good. With the right domains this could be better than Angelic Aspect. ![]()
![]() I did not read the full description of the sacred fist and admit I was wrong. The wording of the ability says the sacred fist levels stack with monk levels. The monk on the other hand has no such wording. That mean you add your level of sacred fist to you monk level to determine your monk level for the ability. Since you are going off the monk level the bonus is an untyped bonus. Your sacred fist level never increases, so never grants a bonus. ![]()
![]() No, it does not work that way. When you multiclass class abilities from the two classes do not directly stack unless they specifically state they do. Now the bonuses themselves may stack. Both untyped and dodge bonuses stack with nearly everything. But there is a rule that stats you bonuses from the same stat do not stack. So, you do not get to add twice your WIS bonus to AC even though both classes allow you to add your WIS bonus to AC. So, you get neither bonus until one you are 4th level in one of those classes. ![]()
![]() All characters should have both a melee weapon and a ranged weapon of some sort. What the weapon are is going to depend on your class and race. All classes except druids, monks, shifters, and wizards are proficient with simple weapons. Druids, monks, and shifters have unique proficiencies that cover their needs or have class abilities that make weapons less important. Many of the core races also have additional weapons they are proficient in. Elven wizards actually get proficiency in several good weapons. So, only non-elven wizards have any real problem finding a decent weapon. Having the arcane caster carrying a weapon can be a good idea even if they never use it. By carrying a good weapon, it makes it less obvious they are an arcane caster. Targeting spell casters especially arcane caster is a good strategy. The elf wizard with the rapier at his waste and long bow on his back could easily be a swashbuckler or other DEX based martial. The human sorcerer carrying the spear might be mistaken for a monk. If the character is not wearing anything obviously magical or of high quality, they could even be taken as a NPC class that is too poor to afford armor. ![]()
![]() The only paladin spell that would be worth using with spell strike would be dispel evil or dispel chaos. Anything else including cure spells are not worth using. The paladin is simply not an offensive caster so does not have any spells that work well with spell strike. Most of their most effective combat spells are those that increase their combat. Why bother casting cure light wounds to deal an extra 1d8 +5 points of damage to undead when you could cast bless weapon or divine power. You might not find play something else to be useful advice, but it is true. Any paladin ability you traded for this was more powerful than this unless it gave you access to some decent attack spells at the same time. Spell strike may also cause the paladin to provoke an AoO when casting his spell. Since the paladin will probably be prioritizing STR over CHA and takes a -3 penalty to caster level he will have a hard time making the concentration roll to cast defensively. Spell combat could be useful for a paladin as it would allow him to cast a buff spell while getting a full attack. But Spell Stike is likely to do more harm than good. ![]()
![]() Another thing to consider is what spells you are casting in combat. Blasting may be fun but there are often more effective spell that can be cast. There are also lots of spells that can be used more than once. Flaming Sphere lasts 1 round per level so single casting will last for the entire combat. Summoning spells can summon multiple creatures that also last longer than a single turn. Battle field control and buffing is also useful. Casting haste on a party of martial focused characters and pets will often do more damage than a fireball. ![]()
![]() The first thing an arcane caster or any caster should be doing is being selective when they cast their spells. Spells are the big guns of the game and do not need to be used in every encounter. If the other members of the party can handle the situation without difficulty let them. This may seem as if the cater is not pulling his weight but that is not the case. Spells are usually the big guns of the game and do not need to be used in every encounter. There are also situations where the martials are useless or extremely ineffective, but the spell caster can deal with the situation. For example, against a swarm or incorporeal creature the martials are usually a disadvantage. Using your burning hands to kill the goblins and not having it when you encounter the swarm of rats does not help the party survive. The second thing an arcane caster should be doing is using magic items to increase their combat capabilities. Things like wands, staves and scrolls is something all arcane casters should be using. Having a wand of magic missile allows an arcane caster to still participate in a combat without having to cast any of his spells. At higher level staves not only allow extra spells to be cast but can expand what spells the caster has access to. In addition to wands, staves and scrolls casters have other magic items that can be useful. Pearls of Power allow a prepared caster to recast a spell they have already cast. Rings of wizardry can increase the number of spells per day the caster can cast. Scrolls good for utility and situational spells. If the caster level of the spell is not important or the minimum caster level is sufficient, they are perfect for a scroll. This allows the caster to memorize more combat spells but still have access to other needed spells. Wizard get scribe scroll for free so can create their own scrolls at half cost. At low level cantrips can do a small amount of damage and even at higher level they might occasionally be useful. If one of the party members brings a target down to 1-2 HP a damaging cantrip can often finish them off without having to use a spell. Arcane casters can also use weapons to fight. Usually, a ranged weapon is preferable. Sorcerers are proficient with simple weapons so can use a crossbow. Elven wizards get proficiency with bows and usually have a good DEX. At 1st level an elf wizard might be better with the bow than the fighter with a low DEX. Arcane spell casters usually want a good DEX, and elves get a bonus to DEX. Using cantrips and weapons allows the caster to play cleanup for targets that are almost dead. Remember a monster with 1 HP can still do full damage. ![]()
![]() Archon (Good) would be my choice. It has some useful domain spells and aura of menace is pretty good. The penalty to AC and saves works well for both melee combat or spells. Having divine favor as a domain spell allows you to memorize more offensive spells. The domain also gives some good offensive spells that you will probably have as mythic spells. Inspired Spell can be used for when you need a condition removal spell so you can memorize more offensive spells. Your fighting ability is nowhere near what the warpriest can do but you have better spell casting. ![]()
![]() I was playing around and came up with a cleric build that has reasonable combat ability but focuses most of his resources on the cleric end instead of melee. I did not use the crusader archetype because it is a trap. You get extra feats but your lower BAB means you don’t qualify for any of the better feats. The loss of spells cripples the casting side and losing 1 spell per spell level and your second domain is too much for a blaster. The second domain is actually what is going to boost your combat ability. Ragathiel gives access to the rage domain which at 8th level gives you the barbarians rage. You also get a limited number of rage powers. At 12th level you can take moment of clarity to allow you to have one round during the rage where you can cast spells. You take dual talent to get a bonus to both STR and WIS and use your first level feat for heavy armor. You will use two other feats for combat and the rest will be for spell casting. At 3rd and 5th level take spell focus and greater spell focus (evocation) to boost the DC of your saves. Take power attack at 7h level followed by intensified spell and empower spell. After that you can do whatever you want. I took extra rage to get 6 extra rounds. Pick up divine meta magic twice as soon as you can followed by Enduring blessing twice. For feats mythic spell focus is the only thing you really need. Taking extra mythic path ability is probably a good idea. You want to jack the DC of your saves as much as possible because a lot of them will be reflex for half. The human FCB will boost your caster level against outsiders to allow you to penetrate the spell resistance of demons. Destructive smite will give you a bit of a boost until rage becomes available. It does not require an action so can be used anytime you can only attack once. You do not get your second attack until you can rage anyways. Divine Favor and later Divine Power are going to be your main combat boost. Divine Favor also gives you an extra attack and HP. ![]()
![]() Here is a build for a for a Herald Caller. I used his first path ability to give him the ability to spontaneously cast inflict spells (using a slot 1 level higher) to give him more offensive options. At tier 2 reach of faith allows him to use them at range. I also used Mythic spell Scaling to pick up the mythic versions of those and summon monster spells using a single mythic feat. Now every spell can be either a cure, inflict summon or the spell memorized. The mythic versions of those spells deal twice the damage, but since it is listed out it works with Empower spell. For Example, an empowered mythic inflict critical wounds deals the equivalent of 12d6 + 45 but uses up a 5th level slot. The mythic summoned monster spells allow you to add mythic templates on the summoned creature. You get augmented summoning and superior summoning for free so your summoned creatures are already tougher than normal, and you can summon more of them. I did add a phylactery of positive summoning to increase your channel energy to 10d6. You can use that to heal or to harm either undead or evil outsiders. Herald Caller
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![]() I am not sure why you think an Oracle cannot be a holy blaster. When it comes to roleplaying the only difference between a cleric and an oracle is that the deity chooses the oracle to serve their purpose, where the cleric chooses to serve their deity. From a game mechanic aspect, the oracle is a spontaneous divine caster that uses the same spell list as the cleric. They gain revelations instead of channel energy and domains. As a spontaneous caster they only know a limited number of spells but can cast more spells per day. They also do not have to memorize spells, so can cast any spell they know as long as they have an appropriate spell slot available. This is a huge advantage to a blaster to the point where some people question if a prepared caster can even be an effective blaster. But if you do not want to play an oracle that is fine, and I am not going to say anymore unless you change your mind. Looking over your choices of archetypes I am not really that impressed. The Divine Paragon gives up domain powers for a couple of deity related powers. On the surface Demon-feared caster looks to be great, but that is an illusion. You are playing a human so can take the alternate FCB for cleric of +1 caster level vs spell resistance of all outsiders. That is much better than what demon-feared gives. At 15th level you can get +15 vs spell resistance to any outsider from the human FCB, demon-feared at that level gives you +8. Now they should stack, but at that point it overkill. You can already ignore the spell resistance of a Balor with just the FCB. The other two abilities are mostly spells you already have access to or once per day abilities. Idealist gives up channel energy to give you some short-termed boost to your spell casting. Until you get quick channel it will basically be 1 round. After you get quick channel, it is taking up your swift action. You do get a few spells that you can cast spontaneously but of those only Holy Word is worth it and that is not till 13th level. Alignment Channel Evil would allow you to damage demons and other evil outsiders without harming your party. With the number of demons you will face this is a good option. You can also take the Sun Domain instead of light to gain a bonus vs Undead. The big drawback of a prepared caster is that he must choose in advance what spells he memorizes. This really reduces the number of other spells he has available. Clerics have some good blasting spells vs undead and evil outsiders, but vs other opponents those spells are usually much weaker. Even if demons and undead are a major part of the campaign you will want to be able to be effective vs other opponents. If you do want to play a blasting cleric I would suggest a Hearald Caller. With a Herald Caller each spell you memorize can be the spell you memorize, a cure spell or a summon monster spell. That means you always have a useful spell. It also gives you the ability to summon good outsiders to fight the evil outsiders. Memorize mostly blasting spells but with a few utility spells in the mix. When you get into combat you can cast the blasting spell or summon a monster to fight for you. ![]()
![]() I will look over the idea and see how well it works. But if you really want a divine blaster in a mythic campaign an oracle of heavens with the blackened curse is hard to beat. Take the option to spontaneously cast inflict spells instead of cure spells and take faiths reach as your first-tier path ability. By 15th level you will have about 17 offensive spells from just your mystery, curse and inflict spells. You will have 3 revelations that give you decent attacks. Awesome Display will allow mythic color spray to stun, blind, and knock unconscious a creature with 20 HD at 15th level. Coat of many stars gives you a good AC bonus and some DDR 5/slashing. You will want the mythic class ability (Myster Power) from mythic hero’s handbook to boost your revelations. ![]()
![]() Minigiant wrote:
The action economy is not as bad as you think. Most of the time in the first round you will be using fervor to cast a spell as a swift action. Until you get 5th level spells and get access to righteous might you will be casting divine favor. In later rounds you might need to use fervor for healing if needed. Occasionally you might need to cast another spell but that is going to be rare. If you look at my build none of the mythic abilities require a swift action. They all add to existing actions and do not require an action of their own. The only thing that I see as competing for the swift action is sacred weapon and sacred armor. Those are both fairly long lasting so you will probably be using them before combat. The fact that you are relying on cleave means your action economy is much better than normal. Cleave is a standard action so you can take a full move action before attacking. You will not need to worry about taking a full attack because you are better off using cleave. You get your second attack at 3rd level. You will always be using your full BAB and ignoring the penalties for power attack on at least the first attack. If you are using cleaving smash, you will get fewer attacks, but they will have a much better chance to hit and do way more damage. If you are attacking things you can kill without vital strike you can keep attacking until you miss or have attacked every target in reach. At 13th level Righteous Might becomes your best combat sell especially the mythic version. This is another reason why the guided hand build is not that good. Mythic righteous might will increase your size to huge giving you a 15’ reach and your STR and CON by up to +8. Your damage when using vital strike will be 9d8+126. Pick up improved critical and mythic improved critical and you will have a 17-20 crit range and a x3 multiplier. That puts your average damage to 166.5 when you crit. By 18th level you should be doing 16d6+244 points of damage. That works out to be 280 damage without a crit and 840 when you critical on the average. For mythic spells at 5th tier take divine favor, magic circle against evil, blessing of fervor and righteous might. That still leaves you one more mythic spell to choose. Magic Circle against when used with enduring blessing is great against demons. ![]()
![]() Here is the build I came up with for a warpriest. I am using the human FCB to gain you two extra feats at 6th and 12th level. I used the Dual talent to get you +2 to both STR and WIS. I dropped the CHA to 8 to boost the INT to 12 for a few extra skill points. I used the ABP rules for simplicity, so the stats include those. 1st Level: Devil Sense, WP Weapon Focus Bastard Sword.
The build takes a while to fully come online but the idea is to be able to deal massive damage by utilizing vital strike and improved vital strike. The Weapon Trick Two Handed gives you the ability to use vital strike on a cleave, Mythic Vital Strike means you get to add in any bonuses to vital strike that would be multiplied on a critical hit. You don’t need to worry about making the weapon holy because you can do that either by using your blessing which will add an extra d6 vs evil, or sacred weapon to make the sword holy. Sacred weapon can also add keen to double the crit range. Human warpriest of Ragathiel 12/Hierophant 4 (Pathfinder RPG Advanced Class Guide 60)
The weapon damage is using furious focus, improved vital strike and mythic divine favor. If you are not using vital strike the damage is 1/3 of that. When you use cleave it will be doing 2d10+64. ![]()
![]() Mythic Guided Hand gives you the WIS to damage including the 1.5 All mythic power attack does is increase the damage from -1/+2 to -1/+3, but you already get that for using a two handed weapon, and mythic does not change that. I have run a mythic campaign (homebrewed) so have written up a lot of mythic characters. I can do a sample build of what I would do, but I am not familiar with the elephant in the room rules and Hero Designer does not support it so you will have to modify it for your campaign.
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