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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
6 12 12 20 13 14 (all increases go to INT)

Traits: Magical Lineage (Fireball), Apprentice Devilbinder

Feats & Exploits

1 Arcanist 1- Spell Focus (Evocation)
1b- Spell Specialization (Burning Hands ->later Fireball)
3 Arcanist 3- Damned (or as soon as possible story wise)
5 Arcanist 5- Extra Arcanist Exploit (Familiar) -- Exploit: Potent Magic
7 Arcanist 5/ Diabolist 2- Maleficium I
9 Arcanist 5 / Diabolist 4- Intensified Spell
11 Arcanist 7 / Diabolist 4- Spell Penetration
13 Arcanist 9 / Diabolist 4- Maleficium II -- Exploit: Metamagic Knowledge (Quicken)
15 Arcanist 11 / Diabolist 4- Spell Perfection (Fireball) -- Exploit: Greater Metamagic Knowledge (Dazing) [retrain Spell Focus (Evocation) in Spell Focus (Conjuration) and Spell Specialization in Maleficium III]
17 Arcanist 13 / Diabolist 4- Augment Calling (Devils) -- Exploit: Quick Study

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)
11
14
15
10
14

1) Fey Foundling
1b) Artful Dodge
3) Two-Weapon Fighting
5) Deific Obedience (Iomedae)
6) Improved Shield Bash (Adventure Boon)
7) Shield Slam
9) Unsanctioned Knowledge or Improved Two-Weapon Fighting
11) Shield Master
13) Bashing Finish or Unsanctioned Knowledge or Improved Two-Weapon Fighting
15) ?
17) ?
19) ?

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


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!


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
18 (16+2 racial)
12
14
10
15

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!