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Just got Divine Mysteries, looked at Witch Patron stuff and... I think I found the next character I'm playing. The Witch's new Paradox of Opposites Patron seems absolutely delightful to run. I'm going to make a Goth Bleached Gnome Witch that got REALLY into Nihilism (and therefore stopped the bleaching by being really into being bleached? dunno, they're crazy). ---
Let me know which parts of this Cantrip wouldn't work, which would, and give me some references as to why. 1. Trade life for Death should be able to harm/target allies as it targets "1 creature":
I don't see anything in it's targeting that would prevent me from say, casting it on two allies, damaging them for 1d4, and then having the healing from each applied to the other for a gain of 10 life (with lots of sustaining + cackling most rounds to keep them both going). For every ~1 minute of time, it's ~6-9 effective healing per target with a 3 targets max receiving the healing.
Protect companion says "Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike." And the "effect that comes with the damage" is "A willing creature within this hex's range gains fast healing 1, for as long as this spell is sustained, up to 10 rounds" Take 5 guaranteed personal damage, to heal any target for 10. Sustain two instances of this (one to heal the 10 personal damage, one to heal a target for 10).
Have a small animal, insect, or otherwise captive creature on your person. Pull it out of storage, kill it with Trade Death for Life. Heal somebody for 10hp via 1 minute of fast healing. Where am I going to get all these small creatures? My familiar is a domestic cat, nuff said. I have near infinite small unconscious birds/rodents. (Domestic cats collectively kill billions of birds per year, it's a major problem)
--- 6. - Some extra stuff not related to the Cantrip
Leaning really hard into the Roleplay with the line about "Your Familiar seems to double and be in two places at once" would be great with a familiar that gets mistaken for my actual character all the time (including them finishing each other's sentences). Obviously, the familiar doesn't gain any combat abilities from master form, but you could argue the fact that it looks/dressed exactly like me, it could confuse enemy targeting, wasting enemy actions either chasing or attacking my familiar. I might need to disguise myself to look more like my familiar to make this work, as my familiar will have have a couple cat-like features and possibly "Twice as many of a small feature" due to "Familiar of Paired Peplexity." My charcter might paint 2 extra fake eyes on their forehead to match the familiar's 4 eyes or something. ![]()
Just before level 5 I might rebuild this character and go full hulk grandma. Blame it on too many mutagens/alchemical reagents, or just say that this character is just like an old gnarled oak (something about elves becoming like their surroundings). Stats at level 5 for old olk grandma elf (Hulk Grandma):
This will lead to roughly 25% more damage on non-bomb thrown weapons. Also great for athletics checks such as Ranged Trip attacks with Bolas. (sadly, can't quick draw trip with Bolas) At Level 5, I'll have additional Lores in most wisdom knowledge checks, so I don't need wisdom for those skills. Perhaps the resistance to emotion effects or control effects (Forlorn/Ancestral suspicion) will make up for some of the will save loss. RIP perception (roll stealth for initiative, or suck) 7 Additional Lore skill feats to cover:
That's 6, the 7th could be undead lore, but I already should have that trained and could just make it expert. I don't think "Fungus" lore will come up much, but what do I know. Expert in Society/Arcana/Occultism should cover most of the rest. If shades are an issue, I'm not sure how to cover them as they're in each plain. They're religion not arcana/occultism. I'll be bad worse at perception/will saves (thematically - eyesight is starting to go from old age, maybe some early signs of dementia) and... survival. There is ![]()
Just played pathfinder for the first time at a con. I couldn’t really find Rogue built like mine online, and I wanted to throw this out there for others who might be interested. I also would like feedback because there’s a lot of gaps in my knowledge. I played 5 sessions over the course of 2 days including my first scenario at level 2. This Rogue Concept does these things:
Feeling like an actual mastermind rogue
I’m playing “Feng” a Grandma Elf who’s pissed she’s had to come out of centuries of retirement to handle BS. She’s not so much learning how to fight, as remembering how to fight, cuz old AF. This is a Pathfinder Society Organized play character, so earlier game power is prioritized, as groups for 8-12 are supposedly rare and PFS play entirely stops at ~12. +0 Str, +4 Dex, +0 Con, +3 int, +2 Wis, +0 charisma. Being partially ranged, we need to survive less hits than the frontline. Trained skills: Basically ALL of them, pick a charisma skill to be bad at checkbox everything else. NO LOREMASTER
Every Single Skill feat is Additional Lore, including our background, pathfinder hopeful. The Duplication of pathfinder lore from being in PFS organized play, should let us swap PFS lore from background to Undead Lore. Additional Lore Targets.
Tl;dr using Lore is +4 to +5 on Recall knowledge vs. using “Trained” in whatever non-lore version of the skill starting at level 3. Not sure what to do after level 2 with additional lore, but I’m probably going to General feat additional Lore to get Abbadon + Animal lore at level 3. You could do the opposite and target “Animal” and “Plant,” picking up planar lores later.
Ancestry: Ancient Elf -> Alchemist Dedication. By the time you read this, Player Core 2 is probably out and early Alchemist Dedication becomes way the heck worse, as it’ll take 2 actions and Quick Draw does not play nice with Quick Alchemy (Intentionally bad design, ugh). I’ll have a section on uses for Quick Alchemy later, as the utility increase becomes insane, making up for some of the combat decreases. If Quick Draw made Quick Alchemy 1 action, new Alchemist Dedication would be a direct improvement, talk to your GM if Homebrew is right for you. [insert American medication commercial side effect list] Ancestry Feat: Nimble Elf. Provide ALL the flanking on rounds 2-3 with your 35 foot speed. Level 1 Combat (Skip to Level 2 Combat to see how this build plays longterm)
Now you’ve unarmed, WHO CARES! Go give your fighter flanking (thanks to your glorious 35 move speed) and sneak attack with PUNCH. If an enemy humanoid is already on top of you, Roleplay that you just slap them across the face. My first punch was a “slap” that Crit for 18 damage. Grandma’s got a mean backhand. The enemies should be glad that my Elf doesn’t have “Quick Draw: Throwing Shoe” heritage feat. Since you spent the first round not in melee range (and took no damage), it’s now much safer to be in melee range with your +0 con. Level 2:
Quick Draw (Our style defining feat)
Wishlist:
When you recall knowledge, you can quickly find things Weakness/resistances. Throw the weapon that will do the right damage type. Remember, your second weapon thrown needs to be agile so that your MAP is -4 instead of -5. Okay but why so many slings? You can store Slings LOADED. Quick Draw to draw a sling and strike with it. Instead of ever reloading, you can just free action drop and draw another sling. For the final boss fight of my first level 2 scenario, due to the 50 foot range of the sling it made more sense for me to never move and just keep quick drawing slings.The boss had Piercing/slashing reduction, so it managed to actually be better than if I had used a bow. At Level 3 you’ll only carry much less slings on you as they won’t benefit from the runes on Thrower’s Bandolier. (unless you could argue that you use a sling as a improvised thrown weapon…. But like… I don’t think anyone’s gonna let that slide) New Player Core 2 Alchemist Dedication stuff:
New Player Core Quick Alchemy also incentivizes you to get EVERY recipe you can. I’m a total newb, but I remember one GM saying during a skill challenge that “if you think of a useful consumable or spell slot, you get 2 automatic successes.” Well, if you have every alchemy recipe, you can Quick Alchemy to Auto-double crit success a lot of skill changes. If that was only that GM and not a general rule, it’s not as good. Level 2 - The moment you hit Horizon Hunters 20, switch to Grand Archive Rep. Immediately acquire Horizon Hunter’s Quickpatch Glue Recipe. This is such a good target for Player Core 2 Quick Alchemy during Exploration. This is in-universe duct tape (10 minute duration when crafted with quick alchemy). If you can’t think of ways to solve problems with duct tape, y’all need to go visit a redneck, or watch some youtube. Probably get a wayfinder so you can use the Horizon Hunter Boon (and later the Grand Archive boon). Start making that big downtime $$. After Horizon Hunters friendly, swap to Grand Archive for the Recall Knowledge boons. Level 3
Magic item: Thrower’s Bandolier.
You should definitely be aiming to get Cold Iron/Silver starknife after this Bandolier. After both of those, you should look to replace all of your Daggers/darts with starknives. Level 4
Speaking of poisons, by now you should have 2-3 non-tempoary poisons applied to weapons and/or 2-3 non-tempoary bombs to target specific threats/weaknesses. What’s good about poisons on thrown weapons, is that if they miss, they don’t lose their poisoned status (unless crit fail). If you’re party is in a bad spot and you NEED to pull off a miracle, having an option to quickly throw “the good stuff” might save your life. Level 5
Cunning Rune allows you to get a free action recall knowledge once per minute vs an enemy that can leak blood/other vital fluid (oil?) after you hit it with a strike. We want this for both more information on targets and for crit fishing. When we crit recall knowledge we effectively get hasted until that target is dead, as they stay off-guard to us for a minute (no recall knowledge check needed). The way we could get around the 1 minute cooldown is the “Replication” words used on Thrower’s bandolier. If this counts as a new rune when replicated onto a thrown weapon and that COPY procs Cunning Rune, the original rune is still off-cooldown. When that original rune is replicated again, the new rune is not on cooldown and can immediately be proc’d again. Obviously, a GM could just say “Yeah… uh…. They share a cooldown, that’s broken.” And that’s… sad, but fine. Once an encounter, free recall knowledge is still handy for a level 5 rune, but competing with ghost touch… I’m not sure it’ll be worth it. It may be that we have to buy this rune, slap it on a weapon, Attune it to the Bandolier then store that weapon outside the Bandolier. We’d do this so we could still return the weapon to the bandolier with the Envision action, but we’d store it outside the bandolier so that it’s rune doesn’t get overwritten when we quick draw it. Some of you may have noticed that Cunning Rune requires “A slashing weapon,” and you could foolishly make the argument that it won’t be able to be applied to Thrower’s Bandolier as it’s a “Thrown Weapon” and not a “Slashing Weapon.” There is no rules difference that would allow a slashing rune to be applied to “Handwraps of Mighty Blows” yet “Handwraps of mighty blows” has a spelled out condition requiring it to be enchanted with a slashing rune. So, Rules as Intended, you 100% CAN use a slashing rune on a non-slashing weapon, it’ll just do nothing. Otherwise, you could never fulfill the condition of placing a slashing rune on Handwraps of Mighty Blows. Since you clearly *can* put a slashing rune on handwraps of mighty blows, even though they are not a slashing weapon, you put a slashing rune on Thrower’s Bandolier (it will just do nothing when used with a non-slashing weapon/slashing attack.) I might update this plan more with time. I’d love to hear feedback. If you know any major synergies I missed let me know. This character is meant for PFS play, but if you have suggestions for a non-PFS version of this character feel free to share them. Just let me know which parts of your feedback are towards the PFS version and which parts are for the non-PFS version. |