Soul Devourer's page

147 posts. Alias of Lorenzo Cuccoli.




An ecclesitheurge gains a Bonded Holy Symbol:

At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites.

Two questions.

a) Can an ecclesitheurge cast through his Bonded Holy Symbol any domain spell that his deity provides (he has potentially access to all the domains) or only those he prepares?

b) How many magic abilities can be added to his Bonded Holy Symbol?


Please critique my PC and suggest possible developments. The idea is to have a reach and "bad touch" Cleric, who is capable at melee, but will eventually become more of a caster. He will collect the souls of his enemies (via his familiar and Talisman of soul eating) and then sell the Soul gems to summoned planar allies. He will need Intimidate also because the other PCs (a Wolf Shaman Druid with a wolf companion and a Rogue) are Neutral, but he'll be the most proficient in melee and thus an asset to the group.
Tiefling (Oni-spawn) Cleric (Fiendish Vessel) 8
NE Deity: Trelmarixian
Init +3
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Defense
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AC 19, touch 13, flat-footed 16 (+6 elven chain, +3 Dex)
hp not yet rolled, hope many! (8+7d8)
Fort +8, Ref +5, Will +11
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Offense
Speed 30 ft.
Melee Horsechopper +1 conductive +7/+2 (1d12+7/*2) or morning star +1 conductive +7/+2 (1d8+7/*2)
Special Attacks
Channel Evil (Su) 4d4 (DC 19) 3 per day (for self-healing)

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Statistics (rolled)
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Str 18 
Dex 16
Con 15
Int 14
Wis 18 (20 Headband +2)
Cha 11

Base Atk +6/+1; CMB +10; CMD 22

Feats: Scribe Scroll, Combat Reflexes, Combat Casting, Power Attack
Traits: Fates's favored, Heirloom Weapon (Horsechopper)

Skills Acrobatics +2, Bluff +3, Concentration +13, Escape Artist +2, Climb +3, Disguise +5, Intimidate +11, Knowledge (arcana) +6, Knowledge (history) +6,  Knowledge (planes) +6, Knowledge (religion) +6, Heal +9, Fly +2, Perception + 18, Ride +2, Sense Motive +9, Spellcraft +13, Stealth +2, Survival +5, Swim +3

Special Abilities
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Whispering Evil (Su): At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.

Magic Items
Headband of Inspired Wisdom +2 
Circlet of Persuasion Eyes of the eagle 
Talisman of soul eating 

FamiliarCacodaemon adjusted for a familiar

For further feats I was thinking about Cunning or Intimidating Prowess at 9th level and Divine interference at 11th. We do advance very slowly, so that's it for the moment. Is Power Attack necessary? And by the way I haven't assigned FCB as yet. Tiefling Cleric can "add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders". Seems cool, but don't know how much I'll use it (Planar Allies don't get SR, so maybe I'll go for skills if I've got enough HP).

Thank you in advance!


So here goes Charon's second boon for sentinels:

On a Pale Horse (Su): You gain the ability to invoke the power of the Pale Horse. As a swift action, you cause a flickering image of the Pale Horse to appear in a 10-foot square adjacent to you. It then moves up to 120 feet as you mentally direct its movement (doing so is a move action that requires concentration). The image of the Pale Horse ignores difficult terrain and can walk over water or other surfaces that would normally not bear a creature’s weight, but it cannot fly. Any creature whose space the image of the Pale Horse passes through must succeed at a Fortitude save or take a –6 penalty to Strength, Dexterity, and Constitution, as if it had suddenly aged to become venerable. Creatures (like dragons) that normally gain benefits from aging do not gain any benefits, and they instead take the ability score penalties described above. These penalties do not stack with themselves or with existing penalties from aging. A creature can resist the effects of the Pale Horse with a successful Fortitude save (DC = 10 + half your Hit Dice + your Charisma modifier). A creature can be affected by the Pale Horse only once per round, regardless of how many times the Pale Horse moves through its space. This is an aging curse effect.

My question is: as there is no mentioning of a limited use per day, is it an at will power? If so, is it not OP (it comes at 13th or 16th level, levels which admittedly I am not familiar with)? Yes, it is limited by concentration, but you could simply "turn it on" whenever you like by spending a swift action.


I found the Name-Keeper Shaman archetype very intriguing, but I've seen no comments here in the forums. Is it worth it? You lose Wandering Spirit and Hex. Guess it could be very beneficial to a melee Shaman with the Battle spirit. What about casters? Which spirit (and then spirits) would be recommended? Would a gish build be possible/recommended? I do play home games, guess could have an 18 in two stats with Dual Talent


"Channel Evil (Su)

At 1st level, a fiendish vessel, rather than channeling positive or negative energy, instead channels the pure evil power of her fiendish patron. This ability is similar to channeling negative energy, but instead of healing undead and dealing damage to living creatures, this blast of evil energy automatically heals evil creatures and debilitates good creatures within its burst.

Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. In the case of evil creatures, the amount of damage healed is equal to 1d4 points of damage and increases by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Good creatures in the burst receive a Will saving throw to negate this damage. Good creatures that fail their saving throws are sickened for 1d4 rounds. Good creatures with a number of Hit Dice less than or equal to the fiendish vessel’s class level – 5 that fail their saving throws are nauseated for 1 round and then sickened for 1d4 rounds instead. The DC of this save is equal to 10 + 1/2 the fiendish vessel’s level + the fiendish vessel’s Charisma bonus. Neutral creatures are unaffected by this burst of evil energy...

For the purposes of feats that affect channel energy, this ability counts as channeling negative energy. If the feat changes the way the fiendish vessel channels or deals damage with her channeling, use the amount of damage this ability heals evil creatures to determine the damage-dealing potential of the affected ability. For instance, if a 5th-level fiendish vessel takes the Channel Smite feat, her channeling deals an additional 3d4 points of damage to living creatures on a successful hit (though they may save to negate the damage).

This ability replaces channel energy."

Now, despite the paragraph with an explanation, it is not really clear to me how Channel Smite interacts with this ability in the case of good or neutral living creatures. If they were hit by an attack with channel smite and failed their save, would they be:

a) Not affected at all.
b) Affected by the damage, but not by the sickening effect.
c) Affected both by the damage and the sickening effect.

Thank you very much in advance for your answers.


Whispering Evil (Su): At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.

Now, it is worded as an emanation and not as an aura centered on yourself, like other cleric domain powers. Maybe treating it as an aura would be simpler. That would mean, if I am not mistaken (I cannot find the relevant reference):
-Centered on yourself
-Free action to maintain and dismiss
-Enemies that enter the aura have to save, enemies that exit from it are no longer concerned by it

Oher possible interpretations:
-Emanation is centered on the original point (where you activated the ability)
-Other actions needed in order to maintain the ability?
-Range: enemies are fascinated as long as they can hear you, even if they go further than 30 feet


I came across the Witch Invoker archetype and was wondering what is the opinion on it, seeing as it is barely discussed in the forums. You lose pretty much, but the benefits seem to me not bad.

Also, which builds could benefit from this archetype? If we exclude a blasting witch who could benefit from Reckoning, I think the standard powers to use in combat should be Curiosity and Bridge. As Curiosity affects only Patron spells DCs, maybe a good choice for a generalist witch could be the Shadow Patron, in order to diversify her spell list.

Thanks in advance for your replies!


Do temporary hit points gained from multiple killings in one of these auras stack? And what about CL in the second one?

Aura of Succumbing (feat)
Benefit: As a swift action, you can expend one of your uses of channel energy to emanate a 30-foot-radius aura of succumbing for a number of rounds equal to your effective cleric level. Dying creatures in the area take 1 point of damage per die of your normal channel negative energy damage at the start of your turn each round. A successful Will save (DC equal to the DC of your channel energy ability) halves this damage. Whenever a living creature dies while within your aura of succumbing, you gain a number of temporary hit points equal to that creature’s Hit Dice. These temporary hit points last for 1 hour.

Death Knell Aura (4th-level spell)
Range 20 ft.
Area 20-ft.-radius emanation, centered on you
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
You gain a shimmering gray aura that feeds on the souls of creatures who die within it. The aura sheds light as a candle. If a creature at –1 or fewer hit points is within the aura at the start of its turn, it must save or die, granting you the benefits of death knell ("you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1").


Please critique my build. It is my first martial character. It's built to Channel Negative Energy to stack fear conditions on multiple targets (through the Shatter Resolve feat) and then to take advantage of AoOs. It will begin playing at 5th level or later.

Human Antipaladin (Dread vanguard) 6
CE Deity: Urgathoa
Init +2
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Defense
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AC 18, touch 12, flat-footed 16 (+6 mithral breastplate, +2 Dex)
hp not yet rolled, hope many! (10+5d10+12+6)
Fort +11, Ref +8, Will +10
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Offense
Speed 30 ft.
Melee Guisarme +9/+4 (2d4+4/19-20*3) or Falchion +5 (2d4+4/18-20)
Special Attacks
Smite Good (Su)
Touch of Corruption (Su) 3d6 8/day
Cruelties (Su) fatigued (to get exhausted at 9th); staggered? (DC 17)
Channel Negative Energy (Su) 3d6 and shaken condition (DC 18)
Fiendish Boon (Sp) keen weapon?

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Statistics (rolled)
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Str 16 (+1 at 4th)
Dex 15
Con 14
Int 14
Wis 13
Cha 18

Base Atk +6/+1; CMB +9; CMD 21

Feats Selective Channeling, Combat Reflexes, Shatter Resolve (those affected by negative energy are shaken for a number of rounds equal to the number of dice used to calculate the damage caused by the channel energy ability), Quick Channel

Traits Sacred Conduit (+1 Channeling DC), Dangerously Curious (+1 UMD and class skill)

Skills Bluff +13, Handle Animal +9, Intimidate +9, Knowledge (religion) +6, Ride +4, Sense Motive +10, Use Magic Device +14

Special Abilities
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Aura of Evil (Ex)
Detect Good (Sp)
Unholy Resilience (Su)
Aura of Cowardice (Su) all enemies within 10 feet take a –4 penalty on saving throws against fear effects and lose immunity to fear
Plague Bringer (Ex)
Beacon of Evil (Su) may use a touch of corruption to grant himself and all allies in a 30-feet area a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear for 1 minute

I chose the Dread vanguard archetype in order to extend Aura of Cowardice to 30 feet at 12th level. I don't like losing spellcasting, so either I will invest heavily in UMD, either I will take a crafter wizard as a cohort (Vile Leadership at 7th). In this later case, which trait could replace Dangerously Curious?
Subsequent feats should be Lunge and Extra Touch of Corruption, then maybe something more combat oriented? I would rise Dex to 16 at 8th level. I know that Con is low for a martial character, but I would put all FCB in hp. Is AC too low right now? It could get to 19 with Beacon of Evil and then could be raised through magical ways.
Our party is composed of a Druid (Wolf Shaman) and a Rogue.
Thanks in advance


If a negative channeler Cleric managed to apply multiple times the shaken condition to a creature with his feat Shatter Resolve, would the fear effects stack? Or would he need different sources (e.g. Channeling+Spell or Intimidate+Channeling) in order for these to stack?

Here's the feat:

Shatter Resolve
Damaging a foe with negative energy causes despair.

Prerequisites: Channel negative energy class feature, worshiper of an evil god.

Benefit: When you damage a creature by channeling negative energy, you fill it with fear. A creature that is affected by your channel negative energy ability and fails its Will save to halve the damage also becomes shaken for a number of rounds equal to the number of dice used to calculate the damage caused by the channel energy ability (so if you deal 1d6 points of damage, the condition lasts 1 round; if 2d6 points of damage, then 2 rounds, and so on).


Hallo!

I have seen the spell Tiny Hut is recommended in combat (e.g. The Complete Professor Q's Guide to Pathfinder Wizards). People within benefit from total concealment , but they can see outside. Thus, they can fire outside without any penalties.

The spell was clearly not designed for combat, but it seems to me that this interpretation is wholly legitimate (even if one could argue it would be OP compared to Displacement, for example).

A partial drawback, if I get it well, is that if more than 10 people enter in the hut, it dissolves.

But my main question concerns the usage of spells: "Missiles, weapons, and most spell effects can pass through the hut without affecting it". Now, what is meant by "most"? Which spells can freely pass through both ways and which ones can not? Do some affect it? Is it meant only that the hut can of course be dispelled?

Here's the wording of the spell:

Tiny Hut
School evocation [force]; Level bard 3, sorcerer/wizard 3

CASTING
Casting Time 1 standard action
Components V, S, M (a small crystal bead)

EFFECT
Range 20 ft.
Effect 20-ft.-radius sphere centered on your location
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends...
The interior of the hut is a hemisphere... Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).


We have just started a campaign with a group of 3rd level characters: a druid (with a wolf animal companion), a rogue and my wizard

3rd level elven wizard (Conjurer, Teleportation)
Opposition Schools: Abjuration, Evocation

Abilities (including racial modifiers):

STR 10
DEX 18
CON 10
INT 20
WIS 11
CHA 14

HP 13

Traits:
Focused mind (+2 concentration when casting defensively)
Bully (Intimidate is a class skill, +1 bonus)

Feats:
Spell focus (Conjuration)
Augment Summoning

Spells:
1- level: Mage armor (s), Grease (s), Vanish, Silent Image, Obscuring mist, Identify, Ray of Sickening, Hypnotism, Sculpt Corpse, Disguise Self
2 - level: Summon Monster II (s), Create Pit (s), Glitterdust (s), Ghostly Disguise, Mirror Image

School Powers:
Summoner's Charm (Su): increases the duration of conjuration (summoning) spell by a number of rounds equal to 1/2 wizard level (minimum 1)
Shift (Su): teleport as a swift action 5 feet for every two wizard levels (minimum 5 feet). Number of uses: 3 + Intelligence modifier

Skills:
Spellcraft and Knowledge (Arcana) 11
Knowledge (Nature, Planes) 10
Intimidate, Knowledge (Dungeon, Geography, History, Religion) 9
Appraise 8
Perception 5

First of all I'd like to say that my goal is not to be uber-optimized, just to have fun and play (within the limits of my own abilities and experience) a smart character, that would be able to use properly most of his assets and to mesh well with the party. I have not really a character concept yet (in fact I was planning for an evil cleric, but the rolls "forced" me to play a wizard, for the relief of everyone...) The main problems I faced were:

1)Where to put that 14?

2)Which opposition schools?

The choices still "torment" me... As noone planned to be the party's face, I decided I could put 14 in CHA and not to take enchantment as an opposition school. Furthermore, as noone could Intimidate, I took the Bully trait and maxed the ability. I like using it in social situations and also in combat, though of course I'd rather be staying at the back rather than 30 feet from the enemy...

Concerning the schools, as a matter of fact, I do like some of the enchantment spells early on (well, I guess some "social" ones could have been taken even with two slots...), but above all I didn't want to miss some great ones at 4th-5th level. There are not many spells I like from Abjuration and Evocation (maybe because I don't know them that much,I am playing a witch in another campaign), though for some of them I'm really torn out... Party-wise, the Druid has some of these, but I fear I am giving up too much on damage (well, sometimes you may need artillery, especially if there's no infantry in the group... I guess I'll be summoning all the time), some other very good Evocation spells and above all defense from magic. Is that plain "heresy"? I have to add that Divination is not a candidate for exclusion.

As far as spells are concerned, I fear the DM won't allow me to buy more 2nd level spells at this level, but I will be trying to add at least Stone Call. I might get though some more 1st level: I'd like Color Spray, Illusion of Calm and Sleep. I admit I took a couple of them just for flavor, but I've always liked the idea of appearing incorporeal even in combat (Ghostly Disguise: and then it meshes well with Intimidate...)

As far as progression goes, I had thought of taking Create Wondrous Items and maybe Improved Initiative at 5th (but there was a +2 trait that would have saved me a feat, with DEX already high...), then I am very open to suggestions.

I will be allowed to do some changes, so I thank you very much for your advice on any point and for your patience if you read thus far.

I will also sneak a rules question: those 3rd level school powers (1/2 wizard level (minimum 1); 5 feet for every two wizard levels (minimum 5 feet) are still 1 round and 5 feet at 3rd level?


So, I'm playing a 6th level witch in a PF campaign where the other 2 characters (as well as the setting) have been "refurbished" from 3.5. The DM and the other players (whose characters are both 7th level) think the slumber hex is OP. I do partially agree with them, and anyway I'm willing to collaborate for the common good. I offered to swap the hex with another one, but the DM said it is sufficient that it be limited in some way. As I like the hex for its effects and flavorwise, I accepted and thought of some solutions.
Of course, for the others the main problem is that the hex is an "at will" power. For me, the main problem is that my witch ends out doing only that, because it is the quickest and deadliest option against our enemies so far.
I then considered four types of limitations:

- To limit the number mechanically.

- A sort of balance where the witch's hexes (or the offensive ones) should be kept (e.g. the ratio slumber:misfortune).

- Make that hex a rechargeable power (e.g. the witch can use it up to a small number of times, then the pool recharges whenever a certain condition is met. But I couldn't think of many interesting conditions: for example, when someone is killed after having been put to sleep via slumber; but normally cdg is not performed by the witch).

- To leave it at will but with significant drawbacks: the witch may use the slumber hex freely a given number of times daily, and may exceed that number if she wants. However, when she does that, upon resting she has to roll a Will save with a DC of 15 + the exceeding number of uses of that hex. On a failed save, she suffers the effect of a nightmare spell. It should be noted that "uses" refers to the number of creatures that the witch targets with the hex (she has also the feat accursed hex).

I talked then to the DM and we thought of the last as the most interesting method (in fact it was he who proposed that there should be anyway a free amount, while I was proposing that the check would be automatical when the witch used the hex, but with a DC of 10+number of uses), as it fits also the pactional nature of the witch's magic. I would like to hear opinions on the approach and possible other ideas. If we are going to implement that last method, we should fix the number of free uses (once per level? half the level + INT bonus? I would say the latter, but right now it's 9 which may be considered a lot - anyway the campaign is painfully slow for a number of reasons, so we don't level up that often) and the nightmare spell's DC (15 + the exceeding number of uses?).
Thanks in advance for your attention


How much would it cost to create a Witching Gown (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witc hing-gown) without its spite effect? Would it still be a CL 7th?


In the ARG there's the spell Undine’s curse (1st level). If a creature subject to this spell turns unconscious (including sleeping), it stops breathing and starts to suffocate. I guess that the spell can also be cast on an already unconscious creature. As I read it, the target then - if nothing happens to wake it up - dies in 3 rounds. Or would it be allowed to hold breath, thus surviving 2 rounds for each Constitution point, and then start saving? The former would also apply to witch's slumber, as on the first round the creature would drop unconscious, so would not wake up due to damage.