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A caligni void kineticist is fun. Caligni can see in magical darkness so you don't need to spend a bunch of wild talents to use the darkness infusions. You have to be careful not to annoy your party though; nobody likes missing due to an ally's darkness effects.


You could take deific obedience instead of greater spell focus. I don't know if it makes sense for your character, but Mahathallah's divine obedience grants a +2 to all illusion spell DC's.


How do temporary hit points granted by the Razmiran Priest's false channel and cure X spells interact with normal healing? Would normal healing spells overwrite the temporary hit points?

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First Ritual (Su): At 1st level, a Razmiran adds both bless and cure light wounds to one of his arcane spell lists, but treats them as if they were 2nd-level spells. If he is a spontaneous caster, they are also added to his list of spells known. Whenever he casts cure light wounds using this ability, the hit points healed are instead treated as temporary hit points that last 10 minutes per Razmiran priest level, although the subject of the spell does not notice this difference until the duration expires. Temporary hit points from this (and any subsequent cure spells) do not stack.
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False Channel (Su): Starting at 2nd level, a Razmiran priest can channel positive energy to heal living creatures like a cleric, healing 1d6 points of damage, plus 1d6 points of damage for every two Razmiran priest levels after 2nd. He can use this ability a number of times per day equal to 3 + his Intelligence or Charisma modifier (whichever is higher). The hit points healed by this ability are treated as temporary hit points, and last for 10 minutes per Razmiran priest level. These hit points do not stack with themselves (although they do stack with those from cure light wounds cast using the first ritual class feature). This ability does not count for the purposes of meeting any prerequisites that call for the ability to channel energy. This ability cannot be used to harm undead creatures.


What class is your character? One level of Pain Taster is an option, but it costs three feats.

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Masochism (Ex)

At 1st level, a pain taster becomes empowered by pain, and is inured to its effects. She receives a +4 class bonus on saving throws made against pain effects.

Additionally, a pain taster can deal lethal damage to herself at any time to gain a bonus on attack and damage rolls. Doing so is a swift action that deals 2 points of damage to the pain taster, does not require an attack roll, and bypasses any damage reduction the pain taster possesses. For 1 round, the pain taster gains a +1 morale bonus on attack rolls and a +2 bonus on damage rolls.

Every 3 levels thereafter (4th, 7th, and 10th), the amount of damage the pain taster deals to herself increases by 2 and the resulting bonus she receives on damage rolls increase by 1 (to a maximum of 8 points of self-inflicted damage and 5 points of bonus damage to other targets at 10th level). At 7th level, the bonus on attack rolls gained when using this ability increases to +2.


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Only aspect I dislike is humans are, more or less, the only species that matters. Sure, others have their own rinky dink little countries, but they're tiny, weak, and irrelevant compared to humans. It feels like nonhumans are often either villains to slaughter or token NPCs to spice things up.

This isn't necessarily a bad thing (tropes are tools and all that), just not something I'm a fan of. I have a feeling there are more people who prefer human dominance in fantasy anyway.


Your oracle is wrong. Only spell tattoo states it vanishes on use in the description. It is the exception, not the norm.

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A spell tattoo is essentially a wearable scroll inscribed on flesh instead of on parchment or vellum. These tattoos appear as colorful and intricate patterns rather than magical writing. The tattoo is a silent, spell completion item that only the bearer can activate. It vanishes when activated. A spell tattoo must be visible to the bearer and must be touched as part of its activation. These magical tattoos are not normally placed on the head, neck, or back as a result, since most creatures would require mirrors to activate them. A spell tattoo’s aura and caster level varies as per the scroll it emulates. A spell tattoo has a market price four times as much as an equivalent scroll.


The PCs could need to protect a VIP, such as a sympathetic official or the revolution's "poster child," while she gives a speech or race across the city to prevent an assassination.

They could fall into a trap and need to escape from a large number of guards or chase after a government informant. I've never used them, but there are chase rules for high speed pursuits. Could be a fun change of pace.


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I'm just not sure about the "bribe magicians" part. That would spice up some fights for sure, but the government still don't like magic. Thats the reason why they start to forbid it. They think magicians are dangerous and must be killed.

Well it wouldn't need to be a bribe. It could be blackmail, something like "We'll kill [insert family members here] unless you fight for us. You and your family will be exiled from the country after the war is over." Death or imprisonment is ideal, but exile is an option. If the alternative is losing control the government could be willing to alter their policy on magic for a short time.

This could also lead to an encounter. For example a magician forced to work for the government could secretly send a message to the resistance, asking them to save his family. In return he would help the resistance.

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In my world, magic works a bit differently and its really hard to explain... But where the magic academy is build, magic energy is stronger than anywhere else and thats why its build there. But I also thought about making a Plottwist there... Just couldn't think about one yet.

I see. I don't know how magic works in your setting, but maybe the government could start dismantling or tampering with the academy. As a result some magic monsters or elementals rampage through the city. The government would try to cover up their involvement and blame the magicians, citing the event as proof magic is dangerous.


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The ruling government could hire mercenary companies, criminals could take advantage of the chaos, rival revolutionary groups could form or split off from the movement. Once things get desperate the government could pardon criminals in exchange for military service, work with criminal organizations/gangs, and try to bribe any magicians who stayed neutral. You could also create a group of recurring antagonists, like an NPC adventuring party, who work for the government.

There's also the question over who rules when the dust settles. Are the revolutionaries and magicians really just going to peacefully agree to share power? Or are they going to undermine and manipulate each other throughout the conflict? The war doesn't need to end when the current regime falls.


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They eat stuff. This is Trelmarixian's obedience.

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Abstain from eating or drinking until you experience the bitter pangs of hunger. Meditate in this state for just under an hour, and then gorge yourself upon any available substance regardless of its suitability as food, such as sand, ashes, or flesh. Gain a +4 profane bonus on saving throws against effects that cause exhaustion, fatigue, nausea, or sickness.


Razmir!

Er, I mean before he became a deity! Yeah, that's what I meant.


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From what I've read Mengkare isn't that hands on. He's the final authority, but the elected Council of Enlightenment handles all the day-to-day stuff.

But I'm biased because I don't want Menkgare to just be some boring, lawful evil villain. I'm fine if Paizo decides he's LN, but I'll be really disappointed if he's evil.


Toppling magic missile is good for supporting melee allies. Attacking a prone enemy gives +4 to hit and they provoke an AoO if they stand up.


Transmutation with evocation and necromancy as your opposed schools.

Pact Wizard gives an oracle curse and witch patron. Pick whichever patron gives support spells you feel are necessary. You can cast patron spells spontaneously using a prepared spell slot. Effortless magic is fast study without spending a feat and you can use it at level one.

Faith magic gives a domain spell from your deity.


By RAI I think you'd gain the boons appropriate to your prestige class, but I've been on the internet long enough to know people will disagree vehemently.

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If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.

I'd argue that, because you "have levels in one of these prestige classes" (and it isn't exalted), you couldn't gain the level 20 exalted boon.


So its not a unified country anymore, but Iobaria sounds horrible. Barbarians, monsters, dragons, constant plagues... if you somehow manage to live a full life you've probably watched your friends and family die over, and over, and over.


Nope, you can only use vital strike.

I'd allow it if I was the GM, but as written you can't.


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This would not have worked sadly because I can't cast vocal spells in fox form.

A ring of eloquence will let you speak in fox form.


You can't just "approximate" which square someone is in without breaking the movement system. How would that interact with attacks of opportunity? How would that work with enemies already close to the patroller? Would he just walk through occupied squares without penalty or AoO's? How could you determine if enemies could make one attack or a full attack if he's moving around in an undefined area?


It lets you lock down a large area. A whip build (20+ threatened area) focused on combat maneuvers (trip, disarm, dirty trick) with combat patrol is pretty good.

@Xorran. Lunge wouldn't help with combat patrol. The increase in reach from lunge only applies until the end of your turn.

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You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.


Critical Assessment wrote:
So I can use all my natural attacks in 1 round?

Yes, but only if you can make a full attack action. If you only have a standard action you can attack with one.


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You can attack once with each natural weapon during a full attack. Since you're not using a manufactured weapon (longsword, dagger, etc) your natural attacks function as normal.

Primary natural attacks, like your claws and bite, are made at full BAB. Secondary natural attacks, like your tail slap, are made at BAB-5.

So if you had +11 to hit, your full attack would look like this:

Bite: 1d20+11
Claw 1: 1d20+11
Claw 2: 1d20+11
Tail Slap: 1d20+6

Note: You can use your natural weapons in any order. The list shown above is just an example.


I use both depending on what I need. For deities, items, and setting-specific things I use AoN. For generic stuff I use pfsrd.

Don't need to worry about ads because of noscript and adblock.


You can summon creatures whose alignment subtype(s) exactly match your aura as a standard action. That means you can summon monsters that only have the evil subtype like daemons. You can't summon demons or devils as a standard action because they have the chaotic or lawful subtypes.


If you don't want to dump wisdom you could take the Lonely and/or Oblivious drawbacks. With both you'll have a -4 penalty on Sense Motive checks and -2 vs. Charm spells and SLA's rather than -2 on every will save.

You could increase your Sense Motive penalty to -5 by taking Well Bred. Your character would have to be from Hermea though.

Make sure someone else in the party has skill points in linguistics to create forgeries. Your character will be less likely to notice something's wrong if your allies are cooking the books. Don't take any ranks in linguistics.


I wouldn't make her patron a true deity or demigod. They have worshipers to carry out their wills. I'd make her patron a powerful outsider or a council of outsiders.

Maybe something like an unusually strong and ambitious Hezrou.


Jeven wrote:
The Guy With A Face wrote:
Nocticula is my least favorite god.
Did she finally get her promotion from CE demon lord to CN sex goddess?

She's CN, but her portfolio includes midnight, artists, and exiles.

She didn't replace Calistria like I expected she would. At least she has that going for her.


Nocticula is my least favorite god.


For variety and prestige classes like Dragon Disciple and Eldritch Knight.


I'm not a lore expert, but Rahadoum has issues with plague, famine, and desertification from what I read. They probably don't cope all that well. Maybe they import a lot of potions and wands?

Oh maybe that's how some of those secret cults gain members. They offer reliable healing to people that couldn't get it otherwise.


Or a Corset of Delicate Moves for a 1/day use I suppose.


Battle Cry

EDIT: Nevermind this won't work. Battle Cry requires a swift and Heroic Echo requires an immediate action. You can't take both actions in the same round.


I don't either, but I'm accustomed to being wrong. Figured I better ask.


Can I use these together?

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Hand of the Apprentice (Su)

You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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Spell Storing

A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons.

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Are there any feats, items, etc to increase your wizard level for arcane school powers? Would Magical Knack help?

I want to multiclass, without losing Dazing Touch.

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Dazing Touch (Sp)

You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


WagnerSika wrote:
Take Diverse Obedience feat and you can choose which boons you get.

Oohh that's perfect. Thank you so much!


awbattles wrote:
You start out with no levels in prestige class, so it defaults to exalted, which is then overridden by the archetype. Then the Evangelist prestige class overrides whatever boons the existing feat gave (now Sentinel) to become Evangelist boons. End result: Evangelist.

That's what I thought. Really wanted to get the sentinel boons earlier than 12/16/20 without losing spell casting levels.

/sigh


How do these abilities interact? Would I gain boons from sentinel or evangelist?

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Obedient Champion

At 3rd level, the divine champion gains Deific Obedience as a bonus feat, even if he doesn’t meet the feat’s prerequisites. When a divine champion gains boons from this feat, he gains the appropriate sentinel boon offered by his deity, rather than gaining the exalted boon.

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Divine Boon

As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat for details on divine boons. When a divine boon grants a spell-like ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

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Deific Obedience

Certain prestige classes gain access to these boons at lower levels as a benefit of their prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.


Divine Anthology pg. 28, Weapon Master's Handbook pg. 10 wrote:

Divine Fighting Technique (Combat)

You have trained in the divine fighting technique of a specific deity.

Prerequisites: Must worship a single patron deity that has an established divine fighting technique.

Benefit: You can use your patron deity’s fighting technique and receive any benefit associated with that technique for which you qualify, as described in the Divine Fighting Techniques section below.

Special: A cleric, inquisitor, or warpriest who worships a deity can choose to give up either the first power of one of her domains or a minor blessing benefit to gain access to her god’s divine fighting technique without having to meet the technique’s prerequisites (including the Divine Fighting Technique feat). In addition, a warpriest can give up a major blessing to gain the advanced benefit without meeting its prerequisites.

Weapon Master's Handbook pg. 11 wrote:

Cayden Cailean's Blade and Tankard

Cayden Cailean is famous for wading into battle with a tankard in his off hand.

Optional Replacement: A chaotic good fighter or swashbuckler who worships Cayden Cailean can replace proficiency with shields or bucklers with the following initial benefit.

Initial Benefit: You can wield a tankard (or mug) as a weapon, treating it in all ways as a light mace appropriate for your size. If you engage in two-weapon fighting with a rapier or light weapon in one hand and a tankard in the other, you can drink a potion or other liquid from the tankard or attempt to toss liquid from the tankard as a dirty trick combat maneuver (such as to blind a foe) in place of attacking with it. You do not provoke attacks of opportunity for attempting a dirty trick maneuver with a tankard.

Advanced Prerequisites: Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +10.

Optional Replacement: A chaotic good fighter or swashbuckler of at least 10th level who worships Cayden Cailean can replace a bonus feat or deed with the following advanced benefit, even if he doesn’t meet the prerequisites.

Advanced Benefit: You can refill your tankard with a beverage, potion, or other liquid from a bottle or vial as a swift action. You gain a +2 bonus on combat maneuver checks to perform dirty tricks with tankards. The effects of such a dirty trick lasts for 1d4 rounds + 1 round for every 5 points by which the result of your combat maneuver check exceeds the target’s CMD; a standard action is required for the target to remove this penalty.


A Hedge Witch + Hex Channeler with the healing patron is the closest you'll get.


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Souldrinkers are the prestige class for Horsemen worshipers. I'd give each of them a few levels in it. Except Szuriel's since the Souldrinker's low BAB will probably kill any melee-focused build.

Perhaps a greatsword-wielding crusader cleric for Szuriel and an undead lord for Charon? Not sure what to do about Apollyon besides the plague subdomain.

I'd give each of them an undead or nightmare steed and some mounted combat feats as bonus feats.


Uh what I did with my fiendish vessel was maybe viable. It wasn't optimal, far from it by this forum's standards I bet, but I found it fun.

Simply put I focused on making it harder to resist the party sorcerer's spells through channeling and spells. I focused on channeling since there were a lot of good aligned enemies and all of my allies were evil. The fighter in my group used dazzling display. Sickened (from my channel) and shaken together resulted in a -4 to all saving throws. The sorcerer cleaned house with AoE spells after the fighter and I finished debuffing.

For single target stuff I combined channel smite with inflict spells.

I went into the Holy Vindicator prestige class later just for fun.

Like I said its probably not optimal, but it was the most fun I've had playing a support-focused character.


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A Merfolk, Undine, or other aquatic caster using Black Tentacles could be an option too.


EDIT: Just realized the previous link did not give the source of the construct. Most if not all of them come from the Core Beastiary and Beastiary II. Just click on the name in the list and it'll take you to its stat sheet. The source should be on the bottom of the stat page. If it isn't then its from the Core Beastiary (for example the ice golem page doesn't list the source, but its from the Core Beastiary).

Here.


This usually isn't a thing in my group. An occasional "so bad its good" pick up line/flirt may come up, but that's it. Sex did come up in a Call of Cthulu game, but only to distract someone while we ransacked her office. Aside from jokes, we just glossed over the event.

Sex/sexual preference won't come up when I'm GMing unless the players bring it up (probably).

My characters basically end up asexual. More important and interesting things to do than shag some random character. If I were to play a worshiper of Calistria, Arshea, Noticula or other similar deities I'd choose while writing the backstory.


Alternatively you could use Clockwork Armor. Its basically power armor.


I'd go with Calistria, Gorum, or Nethys.


Without knowing more details on what exactly the party will be doing I can't help much. Which deity would work well with an evil party depends on what the party does. For example a worshiper of Abadar would work fine with a LE party, but would have trouble associating with anarchists and the like.

If the necromancer cleric plans on using animate dead avoid Pharasma since she hates undead.

I can give you the list of neutral deities, but that's all the advice I can give I think.

Lawful Neutral

Neutral

Chaotic Neutral


Too lazy to type them out again. Here's a link to two minion-focused necromancer builds I like (witch and wizard).

Link


Core fighter it is! Thank you both.

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