I guess a big selling point of the class is the Imp as an Animal Companion instead of a Familiar (replaceable at no cost!), making it much more tough and expendable. As you said the charisma bonus is nice. Hellfire Channel gives the spell the lawful and evil descriptor, making Maleficium interesting for a blaster. Planar Binding also has the evil descriptor when used to call an evil creature. That said, there are very few things better than a straight wizard.
You're right, I got confused with the Arcanist slower progression. What I meant is that Darkfire Adept gives you Sacred Summons for free, so it's very good for classes who lacks aura, and would never get it otherwise. Less so for a cleric, that can just get it as a normal feat. Still bonus feat are great. Probably going for Focused Study instead of Familiar, going first can't be THAT important, right?
Sutahinn, I'm afraid I don't see the usefulness of Darkfire Adept, makes you miss a caster level (meaning you don't actually have assess to Greater Planar Binding at 16) and the free Sacred Summons is not so appealing to a class with aura. Augment Calling let's you call two additional dice too, so you can still get horribly horribly smashed by a Pit Fiend (at least, that's my goal). Am I missing or misunderstanding something? Yeah, 6 STR is going to be painful, but you're right that a Handy Haversack is the first thing I'm going to buy. Second is a slave to carry it. Because evil. I'm not sure what to use the Imp for, except probably scouting ahed invisible and occasionally cast Form of the Dragon on it and burn down a village. Wand and UMD is a classic. Item Creations Feats could be useful. The familiar I'd take just for the initiative bonus. I may have completely misread the Damnation Feats, I always assumed you take one (let's say Maleficium) and get the first bonus, then if you take it a second time you take the second bonus, then a third time and so on. On a second reading it looks like if you take one (let's say Maleficium) you get the first bonus, then if you take another (let's say Soulless Gaze) you get the first and second bonus of Maleficium and the first and second bonus of Soulless Gaze. And if you get a third different Damnation Feat you get the first three bonuses of the three feats and so on. Can i get a clarification on this? Now I'm thinking I could drop the familar, postpone Spell Specialization a bit and take Focused Study as a human. Three Skill Focus could be worth it.
HELLO EVERYONE! I'm really excited for the upcoming Hell's Vengeance, and I'm in love with the Diabolist class; but i could use some help from my more experienced peers. The idea is an ibrid conjurer/binder/blaster; probably not the best at anything but should be fun. I'm kinda set for the Arcanist but I could change my mind for some very compelling argument, or offerings in food and women. BTW, what is the level cap? I'm going to assume at least 16 (at least i hope, I need greater planar binding), but less then 20. I don't own the adventure (for what is already published) and I can't seem to find this info anywhere else. For now, i did this: He Who Must Be Named middle age human Arcanist (School Savant- Teleportation) 13 / Diabolist 4
Traits: Magical Lineage (Fireball), Apprentice Devilbinder Feats & Exploits 1 Arcanist 1- Spell Focus (Evocation)
Thanks to Channel Hellfire, both Fireball (infused with Hellfire of course) and Planar Binding (when used to call evil outsiders) have the evil descriptor and count for Maleficium, and with Potent Magic DCs should be quite high. I got a passable CHA and bonuses from Infernal Charisma, Apprentice Devilbinder and Damned so that should be covered. I still think that an Exploiter Wizard would be more powerful, but my GM dislike that archetype, and i like the Arcanist spellcasting mechanic more. Any idea, help, critic or suggestion would be greatly appreciated, I don't worry too much about uber-optimization but i will be required to be useful (we have 3 players, not much space for slackers) Thank you very much! Cheers P.s.: Also, many thanks to Douglas for his amazing guide!
Hello friends, I'm going to play a sword and board paladin for an upcoming, non mythic, WotR campaign. I got 25 points and all paizo materials, except for psionics. I was initially going to dump Int as every self-respecting paladin would do, but the discovery of Artful Dodge and the master asking "so, why should Iomedae choose you, if you are moron?" made me wonder if it's possible to build a high Int, somewhat effective paladin. For now, i thought this: Human Pal 5/ Evangelist 10/ Pal 5 17 (15 +2 racial)
1) Fey Foundling
Now, I know it's not remotely optimized, I know S&B kinda sucks, I know that the "smart and wise paladin" vibe is pretty much an inquisitor, but I'd really like to try to play a PG like this. So, my questions are: is it a borderline competent front-liner? Is Evangelist worth it (i really like the 6 skill point/level and the free class skills, mind that)? Should just go with Dex and forget Int and Artful Dodge? Any other advice or suggestion welcome. Thank you all for your help, really looking forward to your advice
Thank you all for the advices! My idea of "tempting morals" was selling your soul to get the uber-powerful sword, not that actually using the sword tempts you (which is cooler btw, probably going to use it for another game) I just found out that Unchained as a section about scaling magic items that i could use to have some guidelines about power level, but you get all the bonuses without any of the drawback and it's not very thematic for the barely-contained-demonic-power sword
Hello everyone, I got a question on which i'd like your collective wisdom and advice. I want to create an "upgradable" weapon: basic form is safe and not very strong but you can "power it up" by spending something or exposing yourself to some drawbacks or nasty effect. For example: basic form is a +1 keen falchion, you can spend 5 hp/round to make it +3 keen vicious or 10hp/round to make it +5 keen vicious flaming burst Or something like that, i'm open to advices (it's for a barbarian, but except for being a falchion keen anything is possible). Bit of background, feel free to skip this:
The barbarian in the RotRL game i'm mastering dabbled a bit with some dark powers and managed to obtain a Wish, which he used to get a powerful weapon; knowing that evil and powerful outsiders and evil and omnipotent GM can and will twist your wish we worded his wish very carefully so that no harm could come attached to said weapon.
The weapon is indeed powerful (a +5 keen vicious adamantine falchion i think) and no harm came to him, but it's forcing increasingly difficult will save on anyone except the barbarian to develop an obsession with it. When a paladin came all the way from the Worldwound cause she started dreaming about the sword they decide to do something about the sword and find out that it is sapping energy life from all people around, but it can be "tuned down" so not to be dangerous. Once "tuned down" it's safe, but you can reawaken the power by sacrificing your blood to it. I'd like to know how would you balance it, which drawbacks or resources would you use it and, in general, how would you do it. If this work i may do some other weapon like that (the idea being a series of weapon used by some powerful evil outsiders to tempt mortals) but with different concepts (a longsword powered by LoH, a dagger that damage yourself too when you sneak attack or anything i can imagine, really) Looking forward to your ideas, and thank you for taking the time to read this!
Hi NoboysHome, just dropping by to let you know that i just finished reading the whole campaign for the second time (what? i liked it, it's not like i have something more important to do...) and i really had to make my sincere compliments for the amount of work, commitment and consistency that you and your players put in the story. Your world and NPCs feel so real and consistent, and your players are one of the most committed roleplayer i've ever known/seen/read about. I'm actually GMing RotRL for a group of new players and it couldn't be more different (if my players are ever going to reach Karzoug he is probably going to ask them lessons about greed); but your journal has helped me a lot, even if you set a standard that i can't see me or my players reach any time soon. Btw, i can guarantee that there are many more people lurking and reading your posts that you think, and it's been a while... soooo, no worries, no hurry, but we kinda know where you live, so whenever you feel like getting back to writing would be cool for us...
@ Gambit, unfortunatly 3pp is out, the GM doesn't want to have to learn more rules. Ok, BadBird I'm sold. But what if I go straight bard instead that Arcane Duelist? Just wondering if is the tradeoff worth it: what's the point of bladethirst if I have Inspire Courage? Bonus feat for Versatile Performance is probably fair, as Arcane Bond for Lore Master. I will probably never wear an armor heavier than light, but i would probably never use Jack of all trades either. Looking at the mysteries, Lore and Lunar let add Cha to AC and Ref, and Nature to AC and CMD. I'd go with Nature as you suggested. For curses I was looking at Haunted or Legalistic. Haunted would be more Voodoo style but I already have half of the spells it would grant; Legalistic would be cool for a LE captain, but it seems very circumstancial, you have bonus only when you're trying to fulfill a promise or while talking to an individual one-on-one. @ Jon, Noble scion of war is incredibly good and will be my first level feat, period.
Thank you for your help, guys! The whip would be useful but one of the other players is a whip bard in a rotrl game and I don't want to copy him. And I second that seems more slaver than captain. DD would make all much easier but losing inspiring courage on the crew is painful. And I should be "a worshiper of the goddes of dawn", that I guess means Sarenrae, that I guess would be quite pissed of one of her worshiper being a pirate. Maybe I can reflavor it as a Besmara thing. Pageant of the peacock is incredibly good and I will take it for sure!
Hello everybody, as said in the title I'm looking for some help with a swashbuckler/bard build for an incoming Skull & Shackles game. I'd want to be a useful and well rounded character, buff and cast etc, but also be able to hold my own in melee. Of course I will be the default face of the group. It will be much easier to just stand in the back and let the the others do the fighting but I really want to be the captain and, let's face it, no crew would ever elect a coward who can't even fight. What I have is: 20 PB, core races only, all Paizo books. Probably starting level 2. Traits are a definite maybe, we always had just one, taken from the campaign traits. But we used to have 15 PB only too, so maybe I can talk the GM into let us take two traits. Party probably of 4, not too concerned with optimization. I don't know what the others are going to play, though. I am torn between something like Swashbuckler (Inspired Blade?) 3 and then Bard all the way or simply going straight bard. Race? Human? With Focus Study? Half-elf, for the Skill Focus and the two favored class? Elf wouldn't be bad either but I can't really picture an Elf pirate. Stat wise, something like this seems viable to you? I'd love more CON but I simply have to many skills I need/want. 7
I don't need to dish out tons of damage but I'd like to contribute to the fighting in more ways than simply singing and casting Grease. Suggested feats and progression? Fencing Grace seems like a no brainer if I go Swashbuckler (if GM allows it), and probably Lingering Performance. I like Flagbearer, as waving around my personal jolly roger would be cool, but I need a free hand for casting. Spellsong seems nice too. Finally, suggestions on spells and skills? Gear? Thank you for any advice, I'll really appreciate it! |