Bernaditi

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152 posts (281 including aliases). No reviews. No lists. No wishlists. 7 aliases.




What are the highest damage spells in the game for each spell level? Any spell list is fine. All help is appreciated. Thanks!


How would you go about it? I see Magic Items that add claws/stings/bites/hooves/gore. Ragebred Skinwalker looks best to start with as far as I can tell, with hoof/hoof/gore. How do I go about maximizing natural attacks, and how should they best be utilized? Smite or sneak attacks looked the most tempting, but any opinions are appreciated.


What bloodlines would you recommend?
Also, would a dip into Pathfinder Savant/Arcane Savant be worth it?

I was looking at doing Sage bloodline so I can utilize skills fairly well. Not sure about Savant though. More bonuses to UMD, ability to take a 10 on UMD, and your caster level on scrolls seem helpful though. Are there other ways to get caster level on scrolls faster?


Just looking for some ideas for how to refluff/reflavor the sorcerer archetype for a non-PFS game. Preferably in such a way that it isn't connected to Razmir, as I love the archetype, but the False God is a nut.

Any ideas are welcome!


3 people marked this as FAQ candidate.

Ferocity (Ex)

A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Non-Lethal Damage
Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.

So, any opinions on how they help? Feel free to FAQ, I searched and saw a lot of people asking in the past with no answers.

Thanks everyone!


I'm playing a gnome witch with 8 str and I have the flight hex. I was wondering if there were any ways to carry my party members while I'm flying that I'm missing:
-Ant haul spell
-Muleback Cords
-Heavyload Belt
-Maybe stick them in a bag of holding if the DM would allow it
So, I'd rather not give up my precious belt or body slots for the magic items and Witches don't get access to ant haul.


I'm looking at the Nosoi familiar for my witch in particular.
The big two questions I can currently think up:

As an outsider can it be banished? What does that do to my spells and how could I retrieve it?

What about resurrecting it if it dies. The Outsider section states it takes True Res/Wish/Miracle. Is that overwritten by it being a familiar? I would assume at least Raise Companion would work in that case, but what else?


Is this possible? I'm looking at making an Exalted and being able to cast my domain spells as SLAs at level 10 or so. Miracle is my ultimate goal, but I was wondering if there is any way to access it sooner than 18.


I have a nerdy, extremely involved PC in this campaign and I'm trying to figure out a way to pull him out and retire him rather than having the DM kill him off. Any ideas?
The campaign makes us pawns of deities and he's a thoroughly invested Pathfinder.


Relevant text: Fetish Mask (Su)

At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she's enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.

...

This ability otherwise functions like and replaces the standard witch familiar.


So, my scarred witch doctor has a psychopomp for a patron, but I don't really feel any of the pre-existing patron themes fit. What do you guys think thematic spells would be?


Question is, how do these interact? I would assume it would only effect the intelligence factor of Arcane Enlightement...

Constitution dependent: A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

Spirit Talker feat: Benefit: Once per day, you can spend 10 minutes communing with a shaman spirit of your choice. When you do, you gain the temporary use of one hex from its list of hexes. This hex is added to your list of available hexes for the next 24 hours.

Choose Lore Spirit, Arcane Enlightenment:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.


I'm working on building a 6th level character. He's an empiricist investigator, but I'm currently completely unsure how to build him for combat. I could do a strength/melee build, a feat intensive dex/melee build, or a shortbow build. I'm having trouble deciding, so I was wondering if those of you with more experience could help me along.


17 people marked this as FAQ candidate. Answered in the FAQ.

Zen Archer monk has: At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.

Erastil's 3rd boon is: Wisdom to attack rolls and damage to enemies within 30 feet when using a longbow.

My question, assuming the enemy is within 30 feet do you get wisdom to attack twice?


I'm looking to compare the DPR of an optimized Archer Fighter vs an optimized Zen Archer. Which does more damage at level 20? I haven't been able to hunt the two down so I was wondering if someone could calculate it for me.
Paladin looks like it's only effective when smiting, which is too limited. Ranger looks limited as well, the fighter gets almost as many bonuses as the Ranger does. If there is some other class that is competitive for damage I'm willing to consider it. Any help is appreciated.


I'm building a Scarred Witch Doctor. It is just me and one other new player, who is playing a Ranger. As such, I need to cover arcane casting and healing, so I thought witch would work well.

My GM is allowing me to play Scarred Witch Doctor on any race, provided it makes sense and I can work up a proper backstory for it.
I've pretty much got my spells chosen, but I can't decide on patron, race or the two traits I'm allowed.


I'm still trying to understand how it works. If I attack with a longsword in regular hand. My iteratives gives three attacks, so longsword/longsword/longsword. After that do I do all of my natural attacks? So, if I had three iteratives of longsword, then unleash 20 secondary tentacle attacks or whatever ridiculous example. Or do the tentacle attacks replace an iterative?


I want to make something that does massive Sneak Attack damage with nonlethal, blunt weapons. I was hoping to use natural attacks, particularly claws, but I'm not really sure how to get more attacks. Catfolk gets two claws and higher damage on them, so that is probably ideal.

But, what about using Vestigial Arm x2 and taking Aspect of the Beast somehow, that'd be 4 claws and a bite. Anything else? I've been working on this build forever, but I can't find a good way to make it work.


So, I want to make a mounted archer, particularly on a flying mount, but I'm open to land-based. My original choice was a Weapon Master fighter with a monster cohort. I'm looking for effectiveness though and read that animal companions are better.
So, would Ranger be a better choice? And if so, which mounts would be the best choice. Also, is there some way I can get my mount and my character to both full attack via pounce or something?


I'm an elven wizard. I would like to take a Ratling as my companion. I was just wondering what the rules are for a familiar's lifepan. I haven't been able to locate anything on the subject.