Particle_Man's page

Organized Play Member. 218 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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A cat in the Hat comes back scenario. Infinite halflings in backpacks!


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There is a fighter feat that lets you use tracks of opportunity vs concentrate stuff and disrupt them. Disruptive stance, I think it’s called.


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This is either an interesting build or a completely illegal one (still waiting to hear about the ruling on this):

The Two-Handed Weapon, with Shield build.

Half-elf with Otherworldly Magic (take Shield as an Arcane spell). Then take fighter but use some of your class feats to get Cleric Archetype Spellcasting and (via Multitalented) Bard Archetype Spellcasting. Take Shield as a Divine spell. Take Shield as an Occult Spell. Take Power Attack and Furious Focus.

Ok, you are set. You have a large two handed weapon to beat things up with. When someone hits you, you cast Arcane Shield to mitigate the damage. That cantrip has a 10 minute recharge. But if someone hits you a second time (say in the next round), then you cast Divine Shield. And if they hit you a third time (say in the third round), then you cast Occult Shield! Hopefully, after that, you have pasted your opponent via Power Attack.

So it is an interesting idea. Is it legal? I don't know. It depends on whether you can learn spells of the same name from different lists and what the 10 minute recharge on Shield applies to (just the specific Arcane Shield, if cast as an Arcane spell, or to all of Arcane, Divine and Occult Shields if any one of them is cast?).

For Gods, Nethys seems like a good choice, although Iori could work. Both let you take the Enigma Muse, which gives you Bardic Lore. Maybe even go for Cleric Archetype feats to get Domain spells in Protection or Might. Take some Athletics friendly skill feats. Heck you could be casting 8th level Cleric and Bard spells if you really want to.

And you have the Fighter chasis too (complete with Attack of Opportunity - not sure you need the Shield Block feat to use the Shield spell, but if you need it you have it). Nice armor, nice weapons, nice hp. Since you are half-elf you could take the human ancestry feat Clever Improvisor to mititage your relative lack of skills known.


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I was thinking of making a half-elf rogue (thief) for Pathfinder 2nd edition and using the multiclass archetypes to get spellcasting in two traditions. I was curious as to what people thought were the best spells to choose for each level (from cantrip to level 8) in the cleric list and wizard list (although you can chime in for the primal and occult lists too!).


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Ravingdork's avatar makes it look like they were a victim of firefall. ;)


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I dunno, I might have gone with sonic (the tremors of an earthquake, the cracking noise of rocks hitting each other, etc.). But I think sonic is the embarrassing relative of the energy types, and Pathfinder tries to sideline it when possible.


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What book is star gazer in?


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Pathfinder gives a lot of "capstone" powers to base classes if you follow them to 20th level. Also, there is a lot of room for customization using archetypes on these base classes.

So given that, what prestige classes are still worth looking into?


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Hobgoblins are described as "burly and muscled" in the advanced race guide, as well as "Tall, tough as nails, and strongly built". Taller than what? Goblins? The Bestiary says they are 5' tall and weigh 160 lbs.

Militaristic, war-loving, etc. OK, fine. They are meant to be lawful, disciplined orcs according to the fluff.

But the racial description of hobgoblins doesn't match that. There is no strength bonus for hobgoblins. They do get Con, which at least matches some of the fluff, but instead of Str they get Dex. They have a skill bonus is for stealth, which is nice, but more for "quiet rogue/ninja types" than for "militaristic war types".

Hobgoblin crunch doesn't make them good warriors (well, archers, but that is very specialized - you can't field an army with *only* archers). It makes them good rogues.

Hobgoblin crunch makes for good "sneaky" types. The monster that hides under the bed or in the closet (it can see in the dark, after all).

The crunch and fluff diverge in another way. In the bestiary description of hobgoblins, "Many hobgoblin tribes combine their love of warfare with keen intellects". You'd think that this would mean either an INT bonus or perhaps some kind of skill bonus related to warfare (knowledge engineering perhaps?). But that isn't the case. It is at best an "alternate racial trait". Most hobgoblins are sneaks.

So what should give way? Should the fluff be changed to match the crunch? Or should the crunch be modified to match the fluff?


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Java Man wrote:
Have you been waiting six years for clarity on this? What is your question?

94 years to go? ;)


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If your DM starts getting sick of you casting phantasmal killer, then be very wary of casting it on anyone wearing a helmet . . . because it just might be a helm of telepathy. Learn from my poor gnome's experience! ;)


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Make sure that each iteration they get some clue either as to what is happening or how to defeat the loop, or you will have frustrated and bored players. The characters may loop, but the players need to have a sense of progress.


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Next question: Is your character afraid of dying because she is aware of the likely afterlife of most drow and worried that it might still apply to her? Would she still be afraid of dying if she were guaranteed an LN afterlife rather than a CE one? Actually this depends a lot on the setting, and your character's awareness of it (although focusing on knowledge should give your character a leg up there). Maybe talk to your DM about what pcs would know (or could find out) about what happens to them when they die.

Does she just not want to die young (would she be ok with dying of old age hundreds of years from now, rather than from a sharp object in the chest next week)?

If your character were evil and afraid of dying, seeking lichdom would be an obvious answer. As it is, maybe she could be using loremaster researching a method of immortality that does not involve becoming undead or petitioning a god? Tricky but again talk with the DM and that could be a powerful long-term goal. Even if it is something never done before in that game world, your character could still be seeking it, trying to be the first!

Anyhow, in practical terms you need to fill up three of your four feats at levels 1, 3, 5, 7 with skill focus (knowledge (something or other)), Metamagic 1, and Metamagic 2. Which metamagic to take can depend on your focus as a wizard but also as to whether they are the only metamagic spells you will take. If so, you can think of the future when they will apply to higher level spells. If not, you can think of how they will apply to lower level spells and save the other metamagic feats for later. One that might serve you could be Merciful Spell (allows you to use damaging spells to knock people out for interrogation later rather than kill them, since you are about seeking knowledge - also it is one of the few "free" metamagic spells as it doesn't use up a higher spell slot). Another "free" one is Tenebrous spell (well for darkness and shadow illusion spells anyhow), though you have to be casting that one in dim light to be effective (but you are a drow, for crying out loud! Bright light bad!). But that is really up to you.

That leaves a feat free before you hit Loremaster. Combat Casting isn't bad, Improved Initiative isn't bad, and hey, Toughness isn't that bad either (wizards are squishy and you don't want to die, right?). So you could (for example) take Toughness at level one (three more hp!).

Speaking of which, drow have a wizard favoured class ability, so you could either take a hp, a skill point, or . . . eventual extra uses of diviner's fortune (the diviner power that grants an insight bonus to a lot of d20 rolls). Again, your call but I favour the favoured class hp. The object at 1st level is to get to 2nd level! And aiming for loremaster is great but you have to survive to get there.

Anyhow, I hope that helps. Obviously this is your character, but maybe talking some ideas over with your DM will give you more thoughts on where to go with her.


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Another option is Lawful Neutral. The pursuit of knowledge, the idea of learning from history, sounds kinda lawful to me.

Now not relying on deities is interesting, so that lets out a lot of divine magic (unless you get power directly from domains, I suppose).

But a Diviner Wizard/Loremaster build might be something to consider. Unusual for a female drow to pursue the arcane path, but you are an unusual drow.

Traits that might make sense could include: history of heresy and suspicious.

As for a build, well there are guides to how to build a wizard out there. It is a Tier 1 class so the main thing to worry about is not being too powerful.


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What type of damage is the hair attack of a White Haired Witch? I am thinking Bludgeoning but I don't know for sure.


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If you can't do anything else, remember that Aid Another is an option.