I'd probably mention Cayden's Divine Fighting Technique - Blade and Tankard style. It lets you treat mugs/tankards as a light mace, and do Two-Weapon Fighting with a light weapon / rapier where you can replace attacks with a mug with drinking a potion contained in said mug. Wield two mugs, take two chugs.
Shabti Oracles with their FCB (or any Oracle with Planar Heritage: (Shabti)) would arguably make for a pretty decent theurge impersonator, since they get to poach spells from the Psychic list. An Ancient Lorekeeper w/ Planar Heritage would thus have access to the arcane, psychic, and cleric spell list.
Similarly, a Human/Half-Orc/Half-Elf Shaman with Planar Heritage (Shabti) would have access to the shaman, cleric, and psychic spell list through FCB usage. Moreso if you add in Wandering Spirit for Arcane Enlightenment, as mentioned above.
I suppose you could potentially look into Demonic Implants, if you want to make literal use of body parts.
The blood can be used as a component for Infernal Healing by RAW - potentially you could argue that consuming some of it would give fast healing X for X rounds, as some sort of a makeshift potion.
There is also Angelskin (CTRL + F: Angelskin for the entry), which I guess you could use as a base for if they want to craft armour out of it - or perhaps more fun, given the resistances of a pit fiend, you might want to use Dragonhide in place.
It might be worth looking into Dragoncrafts too.
Deriven Firelion wrote:
I'd imagine it is a bigger deal because Dangerous Sorcery does not have an action cost.
Slight necro, but I figure it's threadworthy:
As of the APG, I'm pretty sure an Unseen Servant is an excellent candidate for receiving a Final Sacrifice spell. It is a low level spell slot that can be cast before encounters, mindless, summoned (so it has the minion trait), flies, and it's naturally invisible, making it harder for enemies to smack.
Rogue Dedication seems most useful to me, given that Heavy Armour only really improves AC by 1 at the cost of your movement speed, and it'd cost you a class feat to make it relevant later down the line.
By comparison, a Maestro Bard can potentially extend their Dirge of Doom through Lingering Performance, thus avoiding paying the action economy cost. You can also get some action enhancers through Rogue, such as (the somewhat unreliable) Nimble Dodge (you'd need Basic Trickery to qualify for Dread Striker anyway), Skirmish Strike at level 12, as well as the potential for Master Reflex saves at level 12 too, thus helping with your squishiness.
Given that critical hits are more likely, it is a pity that most Bard weapons offer a redundant critical specialization. I'd probably use a Rapier most of the time due to Deadly, but using a Light Mace might also be fun for the forced movement.
Diego Rossi wrote:
By that same logic, an animal companion ceases to be an animal companion once you give it +1 INT at level 4, since no creature with an Intelligence score of 3 or higher can be an animal according to the Bestiary.
Yet, somehow the CRB also contains provisions that an animal companion with an Intelligence of 3 or higher can select any feat they are physically capable of using, or put skill points in any skill they want, without language claiming that it ceases to be an animal companion. The fact that there is a feat that also transforms your animal companion into a magical beast makes it seem pretty clear to me that there is plenty of leeway in the rules for this exact scenario.
Warpriests are the only full casters that do not get legendary proficiency in their spellcasting tradition.
Thus, Warpriests shouldn't be any worse than any other full casters at summoning. Normally, Clerics would not have access to low-level summoning spells outside of some very specific circumstances (Tupaliq Carver for Summon Construct), but with the release of Gods and Magic, there are quite a few options that provide access to different summoning spells.
Gendowyn (N, CG, CN, CE) - Summon Fey
Any thoughts on specific synergistic combos that could work well?
I'd argue that Bards make the best gishes in PF2 when multiclassed with Rogue. Rogue nets you some important things, namely access to Dread Striker (which is great combined with Dirge of Doom) as well as action-economy enhancing feats like Skirmish Strike, allowing you to get more out of your actions. Combine this with buffs like Heroism from the Bard chassis, as well as using Lingering Performance to ensure that you won't have to use too many actions to sustain your performances, and you're good to go.
SPLINTER FAITH wrote:
So, am I right in understanding that only humans can be part of a Splinter Faith from first level, due to Natural Ambition?
You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell’s level.
How does this work with innate spells, or specifically say, a Runescarred character with a staff of Divination, and having True Strike as one of their Spell Runes. Would they be able to use a staff?
Which feat is that? I can't seem to find anything indicating that, but maybe I'm missing something obvious.
My thought is to combine it with either Champion or Monk, but probably Champion due to the charisma synergies.
Why? The proficiency of innate spells is equal to the highest spellcasting proficiency your character has. Champions are trained with divine spells, which progresses to expert at 9th level, and master at 17th. Compare that to an MC caster that gets expert at 12th, and master at 18th. Then add in that you get 4th, 5th, and 6th level spells 2 levels earlier - in other words, it seems like the quickest way of making a martial gish, of sorts. (Sure, you miss out on 7th and 8th level spells, but those only show up from level 18 onwards...)
Champion can also get a free weapon rune, so combine that with the living rune feat for all the free stuff :)
My personal thought is to make a Runescarred Champion that emphasises charisma, and takes most of the innate spell-granting tattoo feats from the recently released Inner Sea Character Guide, and maybe even the Irriseni Ice-Witch feat at level 13 for that extra 1/day Wall of Ice. Since you'll still be quite behind on what you can do with your spells, I figure that the best usage is to focus on flexible spells - in other words, illusions like Illusory Object and Illusory Creature. Shrink Item is also noteworthy, seeing as it lasts for 24 hours, but indefinitely if it is kept somewhere it can't expand. In other words, shrink everything, pack it tightly, bring it with you - and hide it behind your illusions.
Champion is also neat because it gives you access to some rather amazing focus spells, depending on what deity you worship. Sarenrae is pretty amazing for Dazzling Flash, but Shelyn is also pretty baller with Splash of Art. Regardless, there is plenty of customisation available - but I personally suspect that this is likely to be one of the quickest "gishes" to get online.
Um, Lay on Hands scales too (6 HP for every level it is heightened). At 9th level, it'll restore 30 HP per use.
It only has one free trick, but if you check the Handle Animal rules, an animal can learn 3 tricks per point in intelligence. So, a typical animal with 2 INT would be able to learn 6 tricks, in addition to the free one it gets from being an animal companion. It's not unreasonable to assume that your starting animal companion has already been trained.
It might be worth checking out this guide, incidentally - it talks a lot about how to deal with Animal Companions.
The only thing that I am aware of is the Pact Servant trait. It allows you to treat Asmodeus as if his alignment is Lawful Neutral for the purposes of your own alignment, and as such, you can be a Lawful Good cleric of Asmodeus.
The trait does nothing to change the rules about spells with alignment descriptors, so you are still unable to cast spells with the [Chaos] and [Good] descriptors, and since you have a good alignment, you can't cast spells with the [Evil] descriptor. Normally not a big deal, but it locks you out of a lot of niches when it comes to summoning.
In regards of improving the kinetic blast, one thing you could potentially do is to get a Chuspiki improved familiar, and pick up Interweave Composite Blast. PFS has a ruling that the familiar doesn't progress the kinetic blast, but according to RAW I'm pretty sure it would increase by 1d6 every other level, so when you can pick it up, you're looking at double the damage output if you choose a blast that has a composite with air (so, pretty much any energy blast).
...of course, you could always just get a Chuspiki as an improved familiar and not be a Havocker, and have it use the super-cantrip without taking up any of your actions.
I know that's what it says, but the text underneath it doesn't impose any restrictions, rather it says
This ability alters the witch’s familiar and replaces the witch’s 1st-level hex.
Where do you then draw the line? The text doesn't really seem to match the crunch.
I mean, they can arguably get one hex, since the archetype itself doesn't explicitly alter / change out your patron (it alters your familiar and takes all your hexes), that should mean that you can take a unique patron. Whether you can then take Extra Hex afterwards to make up for it is... gray.
Might be worth a shot, though.
After re-reading the Kinetic Invocation feat, and realising that Expeditious Excavation is one of the no-burn options on the list, it has kind of stuck in my head that it would be pretty cool to make a Kineticist that could essentially build a town by himself if he wanted to, at as low of a level as possible.
I'm mostly wondering what can be done without magic items, so I'm ignoring things like a Lyre of Building - got any suggestions?
Random questions about wild talents:
Scott Wilhelm wrote:
Ashen Path is also a thing, and is widely accessible from level 3 onwards. Otherwise twenty thumbs up.
Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.
What constitutes a fire-based creature for this purpose? I figure a fire elemental would be okay, but.. does this extend to anyone with the [fire] subtype?
Justify it by saying that "It was at truly great cost that I got that first level of sorcerer, but that is a sacrifice I was willing to make. So sure, my blood does carry power, but it's not exactly all my blood..."
Kurald Galain wrote:
Doesn't gather power allow you to reduce the burn cost of metakinesis? If so, the aforementioned empowered fire blast should be 0 burn at level 6 + gather power. Not exactly a nova situation - but not particularily impressive damage either.
(Also, pardon me if I'm wrong, but wouldn't the fire kineticist be dealing (3d6 (Base) + 2 (1/2 Con) + 4 (Elemental Overflow) +2 (Fire's Fury))x1.5 = (3d6+8)x1.5 ≈ 29-ish fire damage on average?
The Archives of Nethys lists the statistics for a Gorthek animal companion here.
If you don't want to overwhelm them, and want some consistency, you could probably use the statistics of a level 7 Gorthek bonded mount, since it will be large by then, and would likely be something like this (trying to be as faithful to the original Gorthek as possible):
In my opinion, a self-sufficient flying Fighter is probably done the easiest through the Mutation Warrior archetype - Wings is one of the discoveries available to you. That said, the Mutation Warrior and the Aerial Assaulter don't stack with each other, as both replace Armour Mastery.
Ooh, that is a beautiful Brawler archetype if I've ever seen one.
Interestingly enough, the Jistkan Artificer actually gets to penetrate DR / Magic etc when in an antimagic field, since the ability that gives it a faux enhancement bonus has the (Ex) prefix. Take that, dragons!
The Arial Bloodline arcane states that whenever you are "outdoors during any form of precipitation, your effective caster level is increased by 2."
The Saltspray Ring states that it creates mist that "is exceedingly wet", and that "creatures that must remain wet or suffer a negative effect or condition have that requirement satisfied by the ring’s effect."
As precipitation is (meteorologically speaking) pretty much just falling condensed water, the wet mist created by the ring seems like it would satisfy the conditions of the bloodline arcana to me. Does it work that way, though? Any thoughts?
Automatic Bonus Progression, or ABP for short, is an alternate rules option from Pathfinder Unchained that is intended to mitigate the gear dependency that is baked into the game. This reliance on magical equipment is sometimes also called the "Christmas Tree Effect", simply based off of how many magical items a character ends up wearing.