The Incantifier

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Organized Play Member. 277 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




This has been asked before but has anyone ever addressed it in a rough official way. I could see how this spell could cause headaches in PFS with people having different interpretations.

A 4th level version of the spell that's only addition is that it has a triggering mechanism gives the impression that you could get a guard to attack a king, does that mean you could suggest that one of bad guys minions attack him?


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At some point in the future I will be playing a character that will require a labor force or squad of workers to carry out tasks and I would prefer not to depend on animate dead as the default giving it's heavy RP requirements.

There was a thread before but that got heavily bogged down in the cost benefit of undead vs paid labor. But it still had some good ideas.

The idea is to find what classes, feats or items can give you a reliable squad of workers. I will list what I think are usable so far.

ANIMATE DEAD

Pro's: Very cheap / it's easily accessable for many classes / you can have undead that will rarely be permanently put down / rules that allow them to be customizable / all that's really required from the player is that they know one spell / they are combat effective when required.

Con's: EVIL, could conflict with classes and backgrounds of other players, almost no one tolerates there existence. No intelligence.

POPPETS

Pro's: relatively cheap / customizable

Con's: easily destroyed / no intelligence / requires a feat to make.

BROODMASTER SUMMONER

Pro's: no cost / intelligent and skilled / easy to replace / customizable

Con's: a very heavy cost in class features that requires you compromise your classes combat effectiveness especially at higher levels / limited in range, required to be near the player.

OTHER CONSTRUCTS

Pro's: option of having intelligent constructs / customizable

Con's: very high monetary cost / multiple feats required.

Looking for any other ideas.


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https://www.d20pfsrd.com/magic/all-spells/m/mydriatic-spontaneity

I've known about the spell for some time and I think it's really good, at this point if I where to play a Psychic it would be for the fact that they get this spell a level earlier than other classes.

There is even a mass version for Psychics at level 6.

It's not a mind affect so it doesn't need to worry about immunity to mind effects.

It's a will save so it can affect undead and even constructs who are not actually immune to being nauseated.

It seems like a great spell for shutting down a target and then large groups at later levels.


"The player gains a permanent summon from the summon monster 1 list, for every 2 levels beyond 1 they may replace this ally with a more powerful ally from the summon monster list to a maximum of of level 9 at level 17. At level 20 the player may select an appropriate outsider or magical beast of CR 14 or less. Characters may not select ally's of an alignment opposed to their own, neutral characters may not select evil.

The player may not select a flying creature until level 10

If you or your ally come under attack they vanish, reappearing when you are no longer in any apparent danger"

I thought I would make a strong out of combat feat, Pathfinder is 90% combat and that you need to something fun and practical to justify taking it.

The idea was originally going to be an option for casters to have an out of combat ally but I saw no reason other classes should be denied.


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Undead will probably win out when it comes to easy access to an army of compliant workers but is there any other alternatives through spells or class features?


I'm trying to find a "good" focused build for sorcerers that is not 1. a blaster or 2. The Kitsune enchanter.

Arcane is a good bloodline for standard spellcasting but I'm looking for something a bit more specialized the same way a blaster or enchanter would have been.


I am thinking of trying to make a character focused around this spell and I'm trying to work out what would be the best potential class for this. There's a sorcerer bloodline but for some reason the only relevant ability is at level 20 which isn't of much use

I know there's a feat that let's you make a saving throw to bypass protection from evil, that will be mandatory, any other suggestions.


You have your blaster archetyoe sorcerers and your 2 handed fighters. These characters are built towards doing as much damage as quickly as possible.

What's a build that can whittle down the enemies strength along with having decent crowd control or defenses so they can do it safely?


There is a magic item called the communal lucky horse shoe that gives it's benefit to everyone who slept the night in that building.

Would a ship count?


If a feat augments an unarmed strike ascetic style applies that to the chosen melee weapon.

At level 5 the ascetic style applies to all monk weapons, not just the weapon chosen with weapon focus.

Does this mean that if you use weapon focus unarmed and where to later pick up improved critical these would now apply to all monk weapons under ascetic style because these are feats augmenting an unarmed strike?


The Kobold FCB increases your AC by 1 every 3 levels. Will probably also need to take toughness to make up for the loss of hit points.

Scaled Fist so it fits thematically.

A trait that let you take FCB would be even better but that probably doesn't exist.


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Half Elf Goliath Druid
Str-15+2
Dex-14
Con-14
Int-10
Wis-15
Chr-7

Racial Feat: EWP Bastard Sword

Rage Subdomain

Traits: Giant Blooded (lowers penalthy of oversized weapons by 1)
Fates Favored

Feats
1st-???
3rd-Power Attack
5th-???
7th-???
9th-Vital Strike
11th-Furious Finish

Wield an oversized bastard sword 2d8, at large size with enlarge person or wild shape giant humanoid it will become 3d8. With impact 4d8 and with vital strike at 9 8d8.

Wondering if I would be better off just keeping the impacted bastard sword and just going the normal attack route.

Haven't played a melee character in some time so not sure what to fill in the blanks with and am a bit tired of having improved initiative.


I made a thread asking about schools to focus on with a sorcerer arcane build and ended up going the blaster route, frowned upon but it seems fun so far.

My build:

Level 6

Aasimar for Crusading Magic/ +2 dex,chr/ and scion of humanity to I can take the awesome human FCB

Orc bloodline

Tattoed Archetype

Feats: 1st- Improved initiative,3rd- Spell focus evocation, 5th - undecided , 7th- will be improved familiar.

Traits: Fates favored (four leaf clover before picking up a lucky horseshoe) , magical lineage battering blast.

Items of note: mnemonic vestment, four leaf clover

If I reach 13th level I'll take bloodline mutation havok.

My biggest gripe with the build is that the Orc bloodline spells are terrible.

Any suggestions for pure sorcerer from someone who has played a blaster sorcerer?


So far these are the choices I've made.

Bloodline:Arcana
Archetype:Tattoo.

I need suggestions on what's a good school to focus for the tattoo archetype other than evocation or enchantment.

I humored the idea of focusing on necromancy specifically for the magic jar/possession spells but this may be a bit bare beyond that.

Any other interesting ideas/spells/feats to help flesh out a school focused build?


I'm building a post-errata Arcanist and I'm considering the Occultist archtype, I was wondering what thoughts if any people had regarding it's viability post nerf.

Does it have enough pool points to get by? Possibly investing in decent charisma at the expense of dex and con.

Spell focus conjuration and augment summoning are a given and I will be picking up improved familiar.

Wondering how to handle saves as well.

Current party is fairly optimized.