|
Ray-gun's page
Organized Play Member. 74 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.
|
I am curious as what the general consensus is on what this talent does.
1) my first reading was that it let the modified poisons affect the specified target.
2) but I have seen a few that suggest it only lowers the targeted defense.
I was unable to find any other discussion on it.
For a small party there is also the goblin acrhtype 'winged marauder'. Having a companion and flaying could help survival.
I am confused by unconquerable resolve. At one point it says the temporary hit points vanish after 1 minute. And later it says they last 24 hours. Which is it?
In general yes, I would allow it. Witches I think have access to the heal spell that can heal 150 in one cast. Sounds like a fair number of resources for a more flavorful ability.
Looking at the third build Volkard linked, it has damage stated at 1d10 + 18. Can anyone explain that bonus to me? I see str7 , 1 from trait and 2 from AMF. Dragon ferocity I think gives 3 more. Total +13, But I do not see the remaining bonus. Thanks
One last option I did not see mentioned is the feat summon evil monster. Still not quite regular, but let's you get a meat shield out quick.

Not familiar with the adventure. But you might want to consider a class that can give something for the dm to kill. Summoner, Druid, are a couple of prime choices. They come with a pet that is replaceable and can summon additional meat shields. They have limited healing but there are other options. Clerics like you said (evangelist ) could summon and support. Monster summoner Inquisitor gets summons, and access to some teamwork stuff. That might let your summons intercept more damage. Pie Zin oracle of life could absorb a lot of damage. One of the oracles with a pet could also absorb a fair bit.
Shield companion is a low level spell to help spread damage around. A follower of calistra can take wasp familiar (as a protector) that could spread the damage further.
Most of these casters also have buff spells, and flag bearer could provide another group buff.
Is there something you lean towards? Or something you want to avoid?
I have kind of wanted to play a Lawful Neatral Evangilist Cleric of Asmodeus, whom summons a lot . Sacred summons, spell focus conj, Augment summon. Particularly if you can take the alternate summons for a Cleric of Asmodeus, that gives you Hell Hounds early.
Are you starting at level 1?
Make sure all the suspects are watching the "play".
Make sure the person with the best sense motive or maybe even detect thoughts is watching them, to see if or why the react.
Sounds to me like multi part poison. Maybe change his ritual candles out. Hit him with delay poison and maybe antivenom before his final time, if it comes to that.
Can you search the suspects and or their rooms?
Just some thoughts
|
3 people marked this as a favorite.
|
Surprised it has not been mentioned, but get a headband or similar of int with fly as the skill. Poof you have full ranks in fly and it improves as you level.
Figment is probably the best bet. You can use the evo point from 3rd th gain reach. Also it does not matter if it dies. You could use a mauler uniting 7th. Mainly talk with your GM.
Looks pretty good. Don't forget you can raise your AC with your Bloodrager power. Might also look at a Madu shield and the ioun stone to be proficient. Fates favored the trait would also tie in nicely with your luck bonus.
Seems like nice physical healing I think unicorn bloodline could add some of the condition removal. Being able to restore hp to full outside of combat will go a long way though.
There are a few other ways to temporarily boost your fire damage for either offense or healing. Blood havoc is one, and the feat flumefire rage is another.
Interesting, options nice to see the are some choices in race. I was vaguely thinking one race might seem superior. Nice to see some other options.
David were there any particular choices for the half-elf that stood out as offering a nice selection of SLA's .
Not super familiar with the drow feats as most GMs I have played with don't care for them. What are the feats and what SLA's do they bring to the table?
Hi All
Kind of what the subject says. Looking at a thought experiment for the most spell like abilities on a fighter with out actual casting.
To start things off I believe the Kitsune with the various nine tails feats would be a nice start. Then a selection of the item mastery feats, plus a Deific obedience of some kind.
Wasn't there an option for Kitsune fighters to trade some of their bonus feats for the nine tails one.
Let me know your ideas on getting more.
Thanks
The war bulll seems like a fine companion p Even from a Dpr point of view. Not sure how locked into your classes you are but Hunter might be a sub for Ranger. Feats like evolved companion and improved natural attack can boost the damage the bull can do. I think totem beast (feat) can be used by any class with an animal companion. Using the mentioned tusk blades helps keep the cost of enchanting your companions attacks down and helps its crit range. Lots of nice spells to help too. If you consider Hunter sense vitals would apply to both you and your companion I think. Let us know your thoughts and we can provide further options.
For a strength based build there would be lots of options with barbarian or blood rager. Use your rage to increase your strength. Have a bite thru either animal fury (rabe power) race or ring of rat fangs. Get claws from beast totem lesser, continue the beast totem line of rage powers for pounce and some natural armor.
Several ways to add a gore attack. Helm of the mammoth lord is one, there is a spirit mask (feat) or some sort of animal mask (item). This would bring you up to four primary natural attacks. You can explore potions of monstrous extremities to get hooves for two more secondary natural attacks .
Lots of options. Of course race lizard man or tiefling could help speed this along.
There is also a scorpion whip that can graft onto your body for a tail attack.
In general natural attackers either want lots of attacks or something special to raise the damage of their attacks.
I believe there is a hell knight group that uses pain as a trigger. They have a sharp spot in there armor that does 1 hp damage they use. Another option might be a familiar, they in general do small damage. Have your familiar bite you as you enter combat. Just a few thoughts.
I am really liking the idea here.
With the meta magic Encouraging (morale bonus on spells +1)
Untold wonder
Community minded trait
Extreme mood swings feat
And this bloodline, you could be casting heroism(spell) doing +6 morale to attacks and saves. On you and +5 on those you stack it and untold wonder on. Greater heroism would be more powerful thou shorter duration.
Banner bearer (feat). Could also spread the buffs
Pardon my spelling auto correct is playing tricks on me.
I too am going to suggest a half elf summoner. Wild caller.
Str 7
Con 10
Dex 7
Int 10
Wis 10
Cha 12
You could be older if you like.
Take a trait for intimidate as a class skill, like old cults or the one for summoners.
Take skill focus intimidate for your half elf feat and Wasp Familiar as your 1st level feat. You could switch dex and wis if you wanted.
Your familiar will be a protector archetype helping you stay alive.
Your eidolon will be the fighter. Attacking and providing some extra skills.
In combat you will attempt to intimidate whenever you are not casting or using a cantrip.
This should leave you reasonably durable with actions in combat that help and at least a few skills.
RP wise you a crotchety old man who can have a temper and a vengeful streak.
Close to the same. But the lower numbers only threaten a critical if your total to hit actually hits the target. Otherwise yes, still confirm as usual, but roll a number of damage groups (weapon plus static) equal to your crit factor.
Like the title says, do you all known any great evocation spells with additional effects. Such as ear piercing scream with the daze effect. Or frost fall with its stagger for one round. Any other options?
Thanks
Not that I know of. The closest is favored prestige class feat and prestigious caster feat. These combine to regain one lost caster level due to that prestige class. You could discuss with your GM if this would work for another class.
Look for spells that offer no save or still an effect when the save is made.
Spells like fireball (ref) or storm bolts (fort) do half damage on a save. Terrible remorse leaves the target staggered for one round on a save. If you go over the spell lists carefully you will find other spells like these. From burning disarm, to devouring darkness, to polar midnight.
Staggering means a creature gets only one action (move or standard) so only one attack. That said some creatures are immune to staggering.
Thanks avr.
Nice damage output but so many feats to take. Especially if you want spell perfection.
Ah well

DeathlessOne wrote: Flumefire Rage: Flat +1 damage per die on fire spells. Varisian Tattoo (Evocation) required (Tattooed Sorcerer archetype recommended)
Raging Blood: To get the most out of Flumefire Rage (that tasty +2 damage per die).
Mad Magic: To be able to cast spells while in a bloodrage. Alternatively, Furious Spell.
So, with Orc+Draconic bloodline, Flumefire Rage (while bloodraging), and Blood Havoc, you are looking at a 10d6+50 damage fireball (15d6+75 with caster level 15 and Intensified Spell metamagic/rod).
If you come across something with Fire resist/immunity, consider Elemental Spell to change the type, or my new favorite, Benthic Spell to bludgeon them to death instead. Spell gains the water descriptor, but still maintains the fire descriptor, so all that bonus to fire damage remains.
I see the +1 from havoc and then the +1 from flumefire. The +1 from each of the bloodlines. (+4 per die so far) Where does the other bonus come from?
Hadn't seen benthic before that does seem helpful, particularly for sorcerers.
Some from memory so I may be off a little.
1st snowball
Frostbite
2nd flurry of snowballs
Frigid touch
Frostfall
3rd ?
4th ice storm
5th cone of cold
Sure there are others, the d20pfsrd.com site has a decent list of spells by class.
What spells do you have currently?
Haste is always a nice 3rd level spell.
What are your party members?
Not sure what fable tapestry is?
Yeah I was thinking arcanist (has some nice abilities to support this besides the shadow boost.
High int for best save dc's, taking the FCB each level. Can pick up spell focus and greater spell focus illusion. Plus your racial +1 and potent magic.
Ah, the shadow dragon aspect and greater shadow spells come with a higher real component.
The danger with the staf is one recharge point a day, and only 10 charges. If you go thru many fights it could drain it. Nice for the boss though.
Was wondering if there were any other boosts th shadow % I had missed.
Thanks for your input AVR
That does add nicely to the versatility.
How would you build to get 100% reality by 10~. ?
There have been some lovely discussions on the versatility of the shadow Conjuration and shadow evocation spells.
Recently there seems to have been some things to further support this line of spell casting. There is the shadow caster (wizard archetype ), the shadow bloodline, the Metamagic feat solid shadows (+20%) for +1 spell lvl. Also Fetchling Arcanists have a FCB of +2% on shadow spells.
Surely there is something neat that could be built out of these building blocks.
Gnomes also have their +1DC on illusions.
So what does the folks on the advice board think we can do with this?
Thanks for your input.
|
1 person marked this as a favorite.
|
A fire cleric also gains access to fireball. There is A guide out there somewhere.
Check out the mythic version of your spells.
Last a warning, one mythic power is "beyond morality" makes folks immune to those aligned blasts.
|
1 person marked this as a favorite.
|
If I remember right, the image just needs to contain your image. So make a portrait of the person you wish to spy on, with people in the background (you as one of those). If it is high quality they could hang it somewhere prominently. Less traceable to you to.
You might consider the spell dragons breath. It would let you change elements without the VMC.
Clerics make good necromancers. Desecrate to improve them.
Careful in PFS, I believe undead do not carry from one adventure to the next, so this can get expensive. Necromancy does have a lot of nice other spells though. Ray of enfeeblement, false life, vampire touch etc.,
Darc1396 wrote: As title says looking for most reliable way to get temp hit points items or feats is a bit more ideal due to me playing an oradin with divine spells (unless I missed some spells somewhere) Divine spell is Aid, higher level hero's feast. Arcane maybe false life and greater false life. I am sure ther are other options now.
Thanks Java Man That was my thought to but it adds up fast. Seemed kind of strong.
I have a question about how this works. The power does 2d6 slashing to good creatures adjacent. Since a skald inspires all his allies, how much damage does a creature take when next to say 3 such allies?
I might suggest a Summoner for a 2 man party. Use your eidolon for combat til killed, then summon. While you do some support. Either casting or intimidation to debuff. Use a reach weapon to help out in combat.
What level are you starting at?
Regarding the mythic paths, I would definitely look at dual paths champion and archmage. Lots of cool stuff in both. The mystic dodge is incredible, and the champion movement stuff is great.
There are several good options. Freedom of movement is great, but may work better as a scroll.
Real question is what kind of Druid are you? Caster, shift and attack, buffer?
Other good spell: air walk, flame strike, ball lightning, dispel magic, strong jaw, or echolocation.
Couple of things jump at me. First consider dumping feather fall for Mage armor. Or pick up a wand of Mage armor. Not sure what evolutions you took, but look to take improved armor you can have it twice by fifth level. Each raises your AC by 2.
Some of the other items would be a jingasa of the fortunate soldier and a dusty rose ioun stone.
The cavalier level lets you share your teamwork feat, but only for 3 plus cav lvl rds per day. Is there a way you were planning on extending this?

On getting your current guy to work. Consider some of the following.
Your totemic trans can give you a bite or a swin speed and water breathing at 2nd lvl. I would consider two handing a weapon maybe a staff and use the bite as a secondary.
When your wild shape comes online, look at a Druids robe, and the sky swim spell. As always you want natural spell feat (must have).
If you really want to avoid summons focus on melee. One buf and into the fight, probably bull str until you get a belt. Barks kin and the new iron skin may be good too. Don't buff too long or the fight will be done before you get there.
Druids don't have too many low level mass buffs, but review your list thoroughly. At higher levels it can be good to leave a slot blank to fill in with something you find you need later.
At higher level look at life bubble spell nice to have.
With the small group 3 of you, summoning May work out. If so look into spell focus conj and augment summon with superior summons, and maybe one of the nature summoning specials like moonlight or sunlight summons.
Do best to keep str high, and anything else to keep your attack up. I found problems toward the end.
Druid should be fine. I played a menhir savant thru S&S and had fun.
Any specific concerns?
About items, pages of spell knowledge are wonderful for sorcerers. Robes of arcane heritage can be nice depending on your bloodline.
As other have said try narrowing your focus, blaster, illusion or other and we can help more.
It sounds like a viable concept. The transmuter wizard who shape changes into something then fights could work well. Especially going Eldritch knight for more bab and hit points.
Surprisingly I have not seen a couple of the sorcerer options mentioned. Orc bloodline is made for combat, use the community minded trait to extend your 1st level power, bonus str.
Another option is dragon disciple, dragon sorc gives claws and natural armor boosts. Then when you actually get into the prestige class you get more stat boosts and still mostly advance your casting and bloodline
All of these could be workable
Also remember summoners can heal, either thru their summons, or infernal healing spell or wands. Might look at summon good monster to expand your options.
I have only player a master summoner.
But from what your saying and playing skull and shackles, I.think summoner could work great. Your eidolon, flanks and trips helping out the melee folks.
I could see your summoner going either way. You can be caster heavy remember UMD and wands. Think of spells like create pit, grease, obscuring mist, that last a while for one casting. If a caster be familiar with the summon tables, these will greatly expand your spells, and provide a backup should your eidolon die.
For melee I might look at either reach and pile in, or use your big Cha, an look at intimidate along with dazzling display. Debuff all the bad guys for your allies, both melee and caster. Gives you something to do without using spell slots.
Also consider the options that can boost simple spells, point blank shot and a vial of liquid ice can help ray of frost to 3-5 dmg, which can help polish something off.
Maybe consider archery?
Enjoy
|