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Not sure how popular dreamscapes/mindscapes actually are, but for those of you that do use them, or have used them, what monsters fill your todash space? What are the creatures of your nightmares?

I have a few hellish creations that I am particularly proud of... things to haunt dreamscapes... things that go bump in the night... a CR 16 Bogeyman, named Oogie Boogie, that I bumped up to 25HD which also got the Implacable Stalker and Nightmare Lord templates... a CR 13 Dreamthief Hag, named Melinoe, with the Tulpa template... bunches of CR 6 Nightgaunts with the Alebrije template (even though they are Monstrous Humanoids)...

What monsters do you use? What, if any, templates do you use?


What is the best way to use the Human Shadow alternative racial feature available to Halflings?

I'm too lazy to link it, right meow, but it allows said Halfling to make a Stealth check when behind a larger creature. Being behind another creature normally grants soft cover... soft cover does not allow one to normally make a Stealth check. Fun stuff.

There are several methods that allow one to upgrade soft cover to hard cover... Auspacious Birth (eclipse) and the Castling cRogue Talent both immediately come to mind... and most that I know of, including both I mentioned, include language saying that this newly upgraded hard cover is not enough to use Stealth. However, our Human Shadow Halfling could benefit from something that upgrades soft cover to hard cover, AND still use Stealth. With access to cRogue Talents, one could also apply the hard cover bonus to Reflex saves to their Fortitude saves via Fortified Position... and make immediate action Stealth checks via Evasion/Without a Trace.

Anyways, what are some good builds that specifically use Human Shadow Halflings?

Teamwork feats? Combat Reflexes/Bodyguard and the Helpful trait? Other things that might benefit from someome consistently adjacent?


I have this idea for a support character focused on helping spellcasters... and I am wondering what, exactly, would be most helpful. Like what do I prioritize?

I know the Court Poet Skald's Insightful Contemplation is probably way up there... a morale bonus to Charisma and Intelligence boosts concentration checks and spell DC's... which is huge. The Magician Bard's Dweomercraft performance gives a bonus to caster level checks, concentration checks, and spell/SLA attack rolls. Not quite as epic as boosting actual casting stats, but both would have a similar vibe/playstyle.

I was looking at the Divine Strategist Cleric, as well. Not only do they give their allies a bonus to Initiative, but they can use Aid Another to boost caster level checks and concentration checks. I was going to pair this with VMC Cavalier for Order of the Staff's Spell Aid ability... which gives a bonus to caster level checks and concentration checks any time you use Aid Another. Both abilities provide scaling bonuses that stack... Caster Support being a circumstance bonus, and Spell Aid is a competence bonus. I was thinking the Cooperation subdomain's Synergistic Touch would go well with Tactician from VMC Cavalier, too.

Speaking of teamwork feats... Allied Spellcaster, is it worth it? It seems like the biggest benefit would be the +1 CL for all level dependent variables, but that requires having the same spell(s) known/prepared... which seems like it shouldn't actually happen very often. I understand that a support character should be willing to do these things, but your Bard/Cleric/Skald may not have the same spells as your blaster Arcanist/Sorcerer/Wizard. Yes, the Magician Bard has Expanded Repertoire, and the Court Poet Skald has Spell Kenning... but it is still very likely that neither will have the necessary spells known to effectively and dependably help the dedicated blaster. Any other teamwork feats that help spellcasters?

It's probably more reliable to use Eldritch Aid. Or even the Coven Hex.

What else is there for caster support?


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Well, it's the last day of "this" year, 2022, so I figured I would make a post about Goblins... in honor of 2022's "word of the year".

When we look at Goblins in their various forms [as presented], we get a decent variety consisting of the following hierarchy:
Barbarian 1
Warrior 1
Ranger 2
Rogue 2
Barbarian 3
Fighter 3
Alchemist 4*
Rogue 5
Ranger 6
Witch 6
Alchemist 7
Fighter 10
Of which, only the marked "Alchemist 4" is specifically archetyped as a Winged Marauder. This provides a lot of wiggle room for optimization, me-thinks. For anyone willing to put in a little time, you can add a plethora of flavor and variation to your average Goblin tribe.

For example; both of the Rogues can be changed to UnRogues, saving them the need to take Weapon Finesse... freeing up feat slots, and/or Talents. The Rogue 5, "firestarter", should probably be given the Knife Master, Scout, and Undergound Chemist archetypes... the one Rogue Talent should be Bomber.

Both of the Rangers have "rider" in their titles... Grizzled Rider and Outrider... so we will give them both something to ride. As Rangers, they both have easy access to Animal Companions, and archetypes like Falconer start at level 1. Perfect for our Ranger 2 "outrider", who van ride a Vulture (or whatever). The Ranger 6 "grizzled rider" has a lot more opportunity, but I like to still stick with a flying companion to use as a mount... usually using Beastmaster or Falconer or Raven Master, but there are plenty of other options. I find that giving both the Rangers flying mounts goes very well with the Winged Marauder Alchemist.

I like to make the Barbarian 1 into an archer using the Primal Hunter archetype since Monkey Goblins do not have a penalty to strength like other Goblins. Can't afford an Adaptive bow at level 1, so Exceptional Pull actually does something for this. The Barbarian 3 has the freaking Mutant Goblin template applied to it, and makes a great Feral Gnasher... absolutely awesome for what it is. This little guy has an acid breath weapon, and can take Noxious Bite.

Fighter 3 is exactly enough for Archer or Mutagen Warrior or Weapon Master to give you something fun. Fighter 10 is enough to give an Eldritch Guardian something like a Hellfire Ignis as an Improved Familiar... seems fitting given how Goblins like fire. Lots of opportunity for both Fighters.

Witch 6 is enough for a Venom Siphoner to get some fun stuff... a poisonous frog Familiar seems fitting for a Frog-Talker. Although, a Toad would be able to spit its venom as a ranged attack due to lacking a bite of its own. Hmm...

Has anyone else just casually retrained the base Goblins available? Or VMC'ed any of them?

Don't even need change their given class or number of levels or stats... just give them archetype(s) and change feats and [sometimes] gear.

If you have ideas, please post them here.


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Zripruss Zandisgrio confronts life with the most delightful vengeance... she is as brash as she is beautiful. She is never seen without her distinctive short sword... a broad, trapezoidal blade often mistaken for a broken broadsword. Her presence is demanding... with her very formal, upright posture she stands at 6'4" tall... a lean, athletic frame easily supports all 170 pounds of her.

Regardless of her intimidating build, Zripruss moves with surprising grace and agility... a dance of delicate precision, with never a movement wasted on nothingness. She has menacing red hair that flows like untamed fire, and bright blue eyes that chill your soul... but, her fierce reputation is not about beauty. No, she earned, and owns, her reputation as a marauder. Known for her fearsome flambouyance and unconquerable resolve, Zripruss Zandisgrio is seldom forgotten.

Female Half-Elf
... Ancestral Arms replaces Adaptability

20pt buy (w/ racials)
15,16,12,10,10,14

Swashbuckler

1. Deeds
... Opportune Parry & Riposte
... Vengeful Heart
1. Panache
1. Swashbuckler's Finesse
1(class): Weapon Finesse
1(race): EWP Broken-back Seax
1(level): Combat Reflexes

2. Charmed Life 3/day

3. Deeds
... Kip-Up
... Menacing Swordplay
... Precise Strike
... Swashbuckler Initiative
3. Nimble +1
3(level): Power Attack

4(class): Furious Focus
FCB: Panache +1
Stat bump: Str +1 (16)

5. Swashbuckler's Weapon Training +1
5(class): Improved Critical
5(level): Unconquerable Resolve

At 5:
BAB +5
Base saves +1/+4/+1
Charmed Life 3/day
HP ~32
Panache ~3
Resolve 3/day

Attack: +10 (CR5)
+5 bab, +3 dex, +1 mwk, +1 wt

Damages: ~18/23 (CR6)
1D10 (5.5) +5/10 precise strike +4 power attack +3 strength +1 wt

Intimidate: +7 (DC~18/CR8)
+3 class skill +2 charisma +2 ranks *more ranks are available*

Her weapon of choice requires quite the investment in Strength to properly use, so I went with Power Attack... Furious Focus because she can ill-afford penalties to accuracy. Part of her wild charm is killing people with one hit, and one hit is all she's got. By design, she is to be used as a low-level "boss" or upper henchman in encounters below sixth level... where one attack per round is relatively normal. To stay alive, our dear Zripruss relies heavily on Charmed Life, OP&R, and Resolve... at these levels, Kip-Up is actually worth mentioning, too.


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I kind of considered Combat Expertise nothing more than a feat tax, and never gave it a second look. I guess I did not realize how much support there is for this feat. And I did not give it nearly enough credit for its place in a game where action economy wins the day.

Combat Expertise is a non-action. Full stop.

In a game where every choice you make is paid for by consuming one of your precious few actions available each round, a non-action choice is huge... especially when this aforementioned non-action choice interacts with other abilities that key off of fighting defensively OR when using Combat Expertise. Where fighting defensively only provides fixed benefits/penalties...

Combat Expertise gives you half the AC bonus, but only taxes you a -1 to attack instead of the -4 associated with fighting defensively. As it scales with BAB, you get the same AC bonus for half the attack penalty. We surpass the AC bonus provided by fighting defensively with only 3/4 the penalty to attack. And we are at double the AC bonus with Combat Expertise by the time we match fighting defensively's penalty to attack.

A trait, a freaking trait, reduces the Combat Expertise penalty to attack by a flat 1, with no minimum. On a 3/4 BAB chassis, you're using Combat Expertise without penalty until level 6... from a trait. There's a common shield that reduces the penalty by 1, with a minimum of -1... that same shield also reduces the penalty for fighting defensively by 2 (which is pretty legit). Swordplay Style straight up allows you to ignore the penalty on your first attack. So does Order of the Eastern Star's Pierce the Guard ability... that Order actually offers scaling DR/- that keys off Combat Expertise, too. Stalwart offers DR/- in place of your dodge bonus, and it would stack with Order of the Eastern Star's Guarded ability, which is neat.

There's more, lots more... and it's kind of funny that all this cool $#!+ was sitting right in front of my face the whole freaking time.

Does anyone actually use Combat Expertise, and/or any of the above listed things like a Madu or Swordplay Style?

I have used Order of the Eastern Star to jack up dodge bonuses on a Daring Champion Cavalier, and I have seen Order of the Eastern Star used by others to similar effect by VMC'ing Cavalier.


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I would love to start a collection thread for people to post random NPC builds in. Any level, any race, as optimized as you want... just NPC classes, though. Although, they can be multiclassed with other NPC classes. I try to stick close to the basic NPC WBL guidelines, and use a 15pt buy... not that it matters, build yours how you want, I just try state the parameters they were built with. I figure this could be useful for GM's looking for minions...

Example:
Human Warrior 3

Human
... Heart of the Fey replaces Skilled, which gives us low-light vision, a +1 racial bonus to reflex and will saves, as wells as both Know:Nature and Perception as class skills.

15pt buy (w/ racial modifiers):
18 (16+2),12,12,13,10,8

Skills (2+Int): 9
Climb +8 (+3+1+4)
Craft +5 (+3+1+1)
Handle Animal +3 (+3+1-1)
Intimidate +2 (+3+0-1)
Know:nature +5 (+3+1+1)
Perception +6 (+3+3+0)
Profession +3 (+3+1+0)
Ride +4 (+3+0+1)
Swim +8 (+3+1+4)

1. Combat Expertise
1. Weapon Focus (Greatsword or Scythe)
2.
3. Swordplay Style

At 3:
BAB +3
Base saves +3/+1/+1
(+4/+3/+2 total)
HP ~19

To attack: +9
+4 (Str) +3 (BAB) +1 (WF) +1 (mwk)

To damages: ~12
2D4 (~5) + 6 (1.5 Str); 20/×4
2D6 (~7) + 6 (1.5 Str); 19-20/×2

Defense: AC~20 CMD~18
+7 (armor) +1 (Dex) +1 (dodge) +1 (shield)

Combat gear:
Mwk Greatsword or mwk Scythe, Banded Mail, misc.

Tactics...
Swift action: enter style
Non-action: Combat Expertise
Using a charge to cover ground and attack with bonuses, figuring we have enough defense to eat the charging penalty. Swordplay Style only eliminates the Combat Expertise penalty on the first attack made, but the penalty still applies to AoO. Charging up to opponents reduces the chances of the penalty to AoO coming into play.


So I really want to use the Apocalyptic Spell metamagic on an Enchantment spell... for reasons. Those reasons being the Noble Drow have alternative racial features that increase the DC's of Enchantment spells (by +1), and spells with the Evil descriptor (by +2)... Apocalyptic Spell happens to add the Evil descriptor to any spell it modifies. I couldn't find any evil Enchantment spells when I looked.

Any way to combine Apocalyptic Spell with Enchantment spells?


Looking over my Venom Siphoner Witch, I realized I didn't know which range my Poisonous Poppet Familiar could spit its Siphoner Venom.

For reference:
"Familiars without an appropriate natural attack instead gain the ability to spit the poison as a ranged touch attack. This spit attack deals no damage, but it exposes the struck creature to the poison, forcing it to attempt a saving throw to resist the poison as normal."

That's all AoN has to say... nothing follows on exactly how far this venom can be spit.

The Spit Venom feat allows Nagaji to spit 10' as a ranged touch attack. The Spit Venom spell is 25' +5' per caster level. I can't find anything in universal monster rules or general touch attack rules, but without anything official I am going to go with the spell's range using the Witch's CL.


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I was messing around, looking at races with alternative and/or interesting modes of movement available to them, and stumbled upon this feat for the Vanara monkey-people. Which made me immediately think about this other feat, as I understand trees and branches seem to go together.

All that goes almost too well with the Pirate UnRogue's Swinging Reposition. And the Scout archetype just happens to stack, so you can get Scout's Charge, too.

Online by level 4:
1. Finesse Training
1. Sea Legs
1. Sneak Attack 1D6
1(class): Sea Legs
1(level): Tree Hanger

2. Evasion
2. Swinging Reposition

3. Unflinching +1
3. Finesse Training
3. Sneak Attack 2D6
3(level): Branch Pounce

4. Debilitating Injury
4. Rogue Talent
...
4. Scout's Charge


We all are well aware of just how badly Monstrous Companion sucks. No use going into all that.

But if a player was to pick the Wicked Leader trait and the Monstrous Companion feat, would you allow their Effective Cohort Level to be one below the player's Effective Druid Level... assuming their Monstrous Companion was, indeed, evil? Is this a way to finally fix Monstrous Companion, at least a little bit [for evil characters].

I know I would allow it, but of course I would. I would consider that bought and paid for regardless of it might not being completely legal on a technical level.


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I am curious about the last line of this feat... not the Special part, but this:
"This ability does not stack with similar abilities providing a creature benefits for being in another creature’s space, such as a mouserACG swashbuckler’s underfoot attack deed."

But, Mouser does not actually have a deed named "underfoot attack"...
"Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.

While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte."

Okay, so what, exactly, doesn't stack? Like if you use Underfoot Assault to get up into homeboy's business you don't get Underfoot's +2 shield bonus and +2 to attacks? Homeboy does NOT take Underfoot's -2 on concentration checks? Why not? Those effects have nothing to do with Mouser's -4 on attacks that aren't the Mouser. There does not seem to be anything that would stack or interfere or even interact with that feat and that deed.

The Cooperative Swarmer feat offer's a +2 shield bonus, and that obviously wouldn't stack with the +2 shield bonus from the Underfoot feat. But even then, the conditions required to gain the benefits of those two feats are completely different.

However, the Vexing Dodger's Limb Climber ability seems to actually get around Underfoot's restrictions... and both could function together, as normal.

All of the other fun feats focused on the swarming trait lack this stupid restriction. So I can't really look to other similar things for context.


The pocket watch is an item I almost always have on my characters, but I have literally never had time actually matter... or even come up, really. If the party has to be in attendance at a certain time, the setting usually provides an implanted plot device that would signal or display time... most of the time, though, it's more associated with the day's light cycle than any measure of hours or minutes.

"The ball starts at sundown", or "we attack at dawn"

Does anybody actually care it's 12:34am? Or is it simply night time?

I have always had my characters get a pocket watch as soon as possible simply because it is an absolutely stunning mechanical achievement to actually exist in this setting. Hairsprings are uber high-tech in most PF1 scenarios... the pocket watch did not exist until like 400 years after firearms.

Never encountered one of these other versions, and it confuses me that timezones would even be a thing. Lol. Like what do you do... teleport from kingdom to kingdom just asking what time it is there versus where you are from? Then convince everyone to set their concept of time to match these imaginary zones?

To what extent does time exist/matter in PF1?


In my recent searching, I come across something that read along the lines of "this increases the bonus you recieve from Arcane Strike by 1"... and it was one of those things that I told myself there was no way I would forget it, but I obviously did.

I can't remember if it was an item or a feat... Anyways, can you help a brother out?


I want to use the Alien Origins regional trait, the Pathfinder Focus magic trait, and the Sacred Orienteer religion trait on the same character. You start play with a unique compass that doesn’t point north and is riddled with indecipherable alien markings, any compass or wayfinder in your possession also functions as a holy symbol of Elion, and finally you can select a magnetic compass for your arcane bond class feature.

The idea is you have this weird compass that is both your Arcane Bond and Holy Symbol... not that this is especially useful, but I like the flavor. Ecclesitheurge gets a Bonded Holy Symbol that functions exactly as a Wizard's Arcane Bond. False Priest could get an Arcane Bond from the Arcane Bloodline. Chaotic Good or Chaotic Neutral alignment, and Wyrwood for race. I have several Wyrwood, most of which are Lawful Evil, all very obsessed with ioun stones... this one is going to be directly opposed to the others.


I really like me a good Bard, and I am curious how others build/play their Bards. I have seen/read all the various Bard guides, and plenty of "optimization" threads... I am more interested in what people actually use, though.

Why do you play a Bard?
What "role" do you focus on?
What spells do you consider necessary/essential?
What Perform skill is your favorite?
Which Bardic Performance do you use the most or focus on?
Which Masterpieces do you use?
What traits, feats, and items do you use to equip your Bards?
What does your action economy look like on any given round?

So, yeah... how do you Bard? And possibly more importantly, why do you Bard?


So this build, or idea, has been tossed around... I've seen it brought up several times... and I want to know what build really does it best.

We have both of the usual cheater traits to apply metamagic to a select spell... in this case, probably Touch of Gracelessness. And probably Calcify Touch as our Perferred Spell. But outside of your usual Spell Focus and Spell Penetration feats, I don't know what really makes a good "Calcifier".

What class really brings the pain for this?

I was toying with Magus, even the Eldritch Archer archetype, but I really don't know where to really start [or which way to go]. Kinda thinking about seeing if I can do anything with Eldritch Scoundrel/Arcane Trickster... something about a Sneak Attack "Calcifier" sounds like an exceptionally fun take on the idea.

Suggestions?


Is there a stat-block for the Machine Mage, Karamoss?

Or a more detailed history of him than just what is on pathfinderwiki?

I am intrigued, and want all the information I can get.

If Karamoss lacks an official stat-block, how would you build him?


Recently been dabbling in bonsai, tinkering with trees, using wire to create form/movement... got me thinking about Vine Leshies. Lol.

Growing a Vine Leshy
Vine leshys grow best in areas where they can receive ample sunlight. After a vine leshy sprouts, the leshy’s creator must use a sturdy tree, trellis, or other support to guide it as it grows.

What are your good builds/characters involving Leshies?

With Vine Leshies, I like to stack the Leshy Warden Druid archetype with Reincarninated Druid... they technically do not stack, since they both alter Wild Shape [but they alter it in pretty much the exact same way]... something about the combination just pleases me. Like how Groot comes back as baby Groot, or whatever.

I like the Lashvine alternative racial feature combined with the Prehensile Whip trait. Had a Lashvine Leshy gestalt Herbalist Alchemist/Vampire Hunter I was pretty proud of until I became painfully aware that plant people are, in fact, NOT safe from becoming Vampires.

Really haven't messed around with the Verdivant Cavalier archetype, but it looks like it could be fun.

What do you guys got for Leshies.


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I am interested in your favorite or go-to combinations of creatures and templates, or your applications of templates (in general). There doesn't have to be any theme, or even an increase in effectiveness/power.

I have found that templates offer a fun way to make things more interesting from the ground up. The Challenge Rating is hardly accurate for players that don't suck at this game... a well-built, or even halfway optimized party constantly demands APL+2/+3... and this outpaces a lot of potential encounters, and makes a lot of things irrelevant very quickly. Adding templates to certain things offers a way to keep things relevant in [somewhat] unexpected ways.

I have probably wasted entirely way too much time applying class levels to random creatures, and templates have proven to be a much easier/faster alternative. Now I even have templates that I will not play certain things without...

Like Faerie Dragons, for example, all get the Sorcerer Creature template. "A faerie dragon casts spells as a 3rd-level sorcerer." So it makes sense to give them [Faerie Dragons] access to actual Bloodline Arcana, four 1st-level spells (DC~16), seven 0-level spells (DC~15), and a Bloodline ability usable 8/day (DC~16). More than anything, it is a fun way to add some flavor.

I apply the Mutant template to all Wolverines, and use them as a way to kind of test the party. Lol. I usually put these Mutant Wolverines in places that the party always has an easy way to just leave without attacking it by forced circumstance. These things are freaking ridiculous for just a CR3 (with the template)... they have DR 5/-, fast healing 5, natural weapons that count as Adamantine, as well as Rage that activates upon taking damage and lasts "until either it or its opponent is dead." Should have just left it alone...

I have others, like applying the Aerial Creature template to a Leech Swarm (not my idea, I stole it from these forums), but this is the part where I ask you to share your favorite template creations. Again, there doesn't have to be a theme or be especially powerful (although those are welcome, too). The more you share, the richer we all become. We can all benefit from learning new and creative ways to keep things relevant/interesting to encounter.


Being immortal is both a blessing and a curse... and Liches, in particular, have a predictable respawn period after you put it down... this aforementioned respawn being tethered to an object, an object capable of being carried/moved. What if someome was to just, say, carry this object to a secure location in their control? Maybe a prison built EXACTLY to contain Liches and their ilk/kin.

What if this church studied their habits?

Trained their Clerics, Inquisitors, Paladins, and Warpriests against real Liches in a purpose-built arena?

What else could one do if they had possession of a phylactery, or several for that matter?


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Personally, I freaking love gestalt in PF1... you can paint a picture with class features that tell their own story, like a living background biography for your character.

I probably have too many to list, and ultimately I am more interested with your favorite combinations than my own... but I will gladly share some of my favorites just to get this started.

Arcane Duelist Bard/Urban Bloodrager [Arcane Bloodline]... Blooded Arcane Strike, Bodyguard, Combat Reflexes, Flagbearer, Mad Magic... so much utility and buffing and an absolute menace to spellcasters.

Snakebite Striker Brawler/Eldritch Scrapper Sorcerer [Serpentine/Envenomed Bloodline]... Eldritch Scrapper gives the Snakebite Striker back Martial Flexibility... Feint and Charisma-based 9/9 spellcasting seems to be a surefire way to guarantee your shenanigans work.

Bolt Ace Gunslinger/Nature Fang Druid... it's a blugeoning crossbow with a 17-20/×4 crit range, Studied Target, Slayer Talents/RCS feats, and Grit that shares Wisdom with 9/9 Druid spells.

Beastmorph-Vivisectionist Alchemist/Brown-Fur Transmuter Arcanist... absolute beast mode...

Grenadier Alchemist/Eldritch Archer Magus... the Alchemist/Magus combination is almost always going to be amazing, but I particularly like this one. Play as Half-Orc with an Orc HornBow, and enjoy.

Toxicant-Vivisectionist Alchemist/Venom Siphoner Witch... it's hard to make poisons awesome, but gestalt comes through for us here in a big way. And any reason to play as a Grippli is worth it.

Like I said... too many to list. I do love me some gestalt. Special mention to any combination of race-specific archetypes from different classes, I consider that to be a great use of gestalt. Here are a few more good ones, each for various reasons:

Vangaurd Slayer/
Instructor Wizard

Siege Gunner Gunslinger/
Siege Mage Wizard

Lamplighter Investigator/
Staff Magus

Trench Fighter/
Sleuth-Steel Hound Investigator

Vexing Dodger UnRogue/
Mouser Swashbuckler

Vexing Dodger UnRogue/
Kobold Swarm Fighter

Divine Commander Warpriest/
Sohei Monk

Eldritch Guardian Fighter/
Carnivalist-Sylvan Trickster UnRogue

Mutagen Warrior-Opportunist Fighter/
Scout-Underground Chemist Rogue

They don't have to be overly powerful like Nagaji Mesmerist/Oracles with Awesome Display or that Half-Giant Psychic Warrior/Vitalist build, but please share those too... it is good to know what people may bring to the table. Speaking of tables, every table seems to play with different gestalt rules, so everything is fair game for this thread.

You can be as detailed as you like, or just list them. Whatever works.


I am going to add the Sorcerer Creature template to each of the following Hags, and would like your help picking Bloodlines for each of them... even Wildblooded alternatives if fitting. Possibly even a few good spells for each of them, too [if you would be so kind].

This is more for flavor than power optimization. I like Hags, and want to spice them up a bit. Not everything has to be brutally effective if it's fitting and fun. I'm not retraining existing feats, or adding bonus feats, so spell optimization isn't really a thing outside of Bloodline Arcana and possibly swapping Bloodline Powers for Bloodline Mutations. I was thinking about picking spells that add to the Hags' survivability more than anything, but if you have something especially thematic/flavorful or useful without needing optimization... I will greatly appreciate suggestions. Some Bloodlines seem like they may be obvious, but I have a few things I am trying to finish... I don't want to forget to do this, so I'm asking for a little help.

I will provide the Rebuild Rules, and each of the Hags' HD, adjusted CR, adjusted Charisma, and levels of spells available from the chart mentioned in the Rebuild Rules... I don't know if this will maybe help with suggestions knowing roughly what level they will be encountered.

Special Attacks: bloodline arcana†, bloodline powers† (using its HD – 2 as its sorcerer level to determine the effect and DC [minimum 1]); Sorcerer Spells sorcerer creatures can cast a small number of sorcerer spells (see Table: Sorcerer Spells Known below) using its HD as its CL and gaining two spell slots for every spell level known; Ability Scores +4 Charisma.

Annis Hag
7HD CR 7 (6+1)
Cha 14 (10+4) 0-to-2nd-level spells

Ash Hag... Elemental [fire]?
7HD CR 6 (5+1)
Cha 17 (13+4) 0-to-2nd-level spells

Blood Hag
12HD CR 10 (8+2)
Cha 23 (19+4) 2nd-to-4th-level spells

Boreal Annis Hag... Boreal?
7HD CR 8 (7+1)
Cha 14 (10+4) 0-to-2nd-level spells

Dreamthief Hag... Visionary/Dreamspun?
13HD CR 13 (11+2)
Cha 25 (21+4) 2nd-to-4th-level spells

Green Hag... Groveborn/Verdant?
9HD CR 7 (5+2)
Cha 18 (14+4) 1st-to-3rd-level spells

Moon Hag... Destined?
9HD CR 9 (7+2)
Cha 23 (19+4) 1st-to-3rd-level spells

Mute Hag... Shapechanger?
14HD CR 14 (11+3)
Cha 22 (18+4) 3rd-to-5th-level spells

Night Hag... Umbral/Shadow?
8HD CR 10 (8+2)
Cha 21 (17+4) 1st-to-3rd-level spells

Sea Hag... Seaborn/Aquatic?
4HD CR 5 (4+1)
Cha 19 (15+4) 0-to-1st-level spells

Storm Hag... Stormborn?
10HD CR 9 (7+2)
Cha 20 (16+4) 1st-to-3rd-level spells

Winter Hag... Rime-Blooded/Boreal?
10HD CR 9 (7+2)
Cha 22 (18+4) 1st-to-3rd-level spells


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So, a Daring Champìon Cavalier, with the Order of the Eastern Star, fighting defensively using Crane Style...

You have...
+1 Dodge [feat]
+1 Crane Style
+1 to +5 Nimble
+1 to +6 from your Challenge
+2 fighting defensively
+4 Crane Wing

+10 to +19 dodge bonus to AC... is that a lot? Sure, some of them are situational, and all of it depends on not being flat-footed... blah, blah, blah... but look at it, just look at it. It seems like a lot. It seems almost too good to be true... and this isn't including Dodging Panache adding a dodge bonus equal to your Charisma modifier as an immediate action.

Am I reading this correctly? Does this work the way I think it does?

I was honestly just messing around looking for Cavalier challenges that did not give morale bonuses... I was looking to make me some Undead Cavaliers, and morale bonuses don't do me any good. I kind of stumbled upon Order of the Eastern Star... already knew Daring Champions get Nimble, and Crane Riposte is kind of close to Opportune Parry & Riposte [which the Daring Champion does not get, nor can one get it from Amatuer Swashbuckler]. We will also have to take Combat Reflexes and Weapon Trick for Stylish Riposte. Having both Crane Riposte and Stylish Riposte will have to make up for lacking the actual Opportune Parry & Riposte deed.


I was messing around with building some Grippli with the Knotted Nets teamwork feat, and found that nets qualify for the Eldritch Archer's Ranged Weapon Bond. Lol. And could be used with Overwatch Vortex, even though you can probably only control a limited number of nets at one time. Got me thinking of other possibilities like combining the Rhino Charge and Charging Hurler feats, with the Hurling Charge Rage Power. Just wanted to make sure that some of this actually works before dedicating too much time to it.

First, does the net, in fact, qualify for the Eldritch Archer's Ranged Weapon Bond? I like the idea of delivering something like Shocking Grasp via a net.

Second, can you ready more than one net attack with Overwatch Style/Vortex?

Second second, how many freaking nets can one person control? Is it like a dog-walker with eight leases in one hand?

Third, can I actually throw two nets in a single charge attack that I readied as a standard action via Rhino Charge with Charging Hurler and Hurling Charge?


I want to combine Order of the Hammer's Challenge with Stick-Fighting Maneuver, and don't quite know how to fit these pieces together...

Order of the Hammer:
An order of the hammer cavalier can attempt a free grapple check or free sunder combat maneuver check anytime she takes the full-attack action against the target of her challenge. This free combat maneuver does not provoke an attack of opportunity.

Stick-Fighting Maneuver:
When making a full attack using only clubs, a quarterstaff, dan bongs, saps, or tonfas, you can perform a combat maneuver as an extra attack using your full base attack bonus.

Is there a particular Cavalier or Samurai archetype that would go well with this?
Which of the applicable weapons would be best?

Constable Cavaliers can grapple at the end of a charge, and Dan Bong provide a bonus to grappling... or at least counters the penalty for grappling with weapons. But I don't know if that is the best direction for this to go. Not very familiar with Samurai archetyped, or Cavalier archetypes, for that matter... so I don't know what is all available. If any such archetype is built around any of those Stick-Fighting weapons, that would be nice.

Don't need a Mount for this, so trading that away would be a plus.


There are probably easier ways to pretend to be a demon, but there is something especially insidious about this approach. We are literally cutting up demons and incorporating their parts into ourself. Baller AF.

So, we can get wings, horns, claws that deal damage as one size larger, and freaking hooves with Trample! Lol. There's more... like skin and eyes and hearts and drinking the lumpy gray and green slurry, made from the pureed brains of a dozen dretches... As cool as all of this is, or may be, we still are not a demon, by any means. We have a bunch of demon parts, and fun $#!+ that comes with those aforementioned parts... but a demon we are not.

Given that it takes over 112,000gp to craft all these implants, we probably have plenty of time to pick up all four Damnation feats. With these feats, we get defensive abilities, buffs to evil spellcasting, the ability to disguise/hide our alignment, and some gnarly Intimidation stuffs... but a demon we are not.

That's why I said "pretend to be a demon".

What are some good classes/archetypes/races to go down this rabbit hole? Drow are into the whole fleshwarping thing, right? And the Vivisectionist seems like the correct kind of creep to contact about Demonic Implants. What else fits theme? I'm also interested in boons from Deific Obedience(s) and/or Occult Rituals that may turn one into a Demon, but becoming an actual Demon is not completely necessary.

I'm not overly impressed with the Fiendish template, but interesting ways that may gain access to said template are still noteworthy to this discussion. I know that the offspring of someone with Lamashtu's Mark, and/or Lamashtu's Demon Mother Mask get the Fiendish template... could get a bite attack from Lamshtu's 2nd boon, which would go well with the claws, gore, and hooves you get from the implants. The Half-Fiend template would be better, but I don't know how to get that one.

What do think?


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So we all know and love the Possessed Hand feats... Hand's Detachment even giving us the option to have our own hand as our own Familiar. Although, is it even "our own hand" anymore? I don't feel the need to really explain or quote these feats, as I do believe we are all relatively familiar with them.

Anyways, what if you were already in possession of the Maniac Hand cursed item before getting the Possessed Hand feats? Or came into possession of the cursed item after already having the feats? I actually do not care about the mechanical order of operations necessary to pull this off, so long as it is possible for both to be the same hand.

With Hand's Detachment, we essentially have a Crawling Hand as a Familiar with a few unique abilities AND all these unique abilities would then be able to be used by the Maniac Hand...

So what would be the best way to combine these? I'm thinking a bad guy with a sign that says bad guy... someone completely comfortable slaying the people the Maniac Hand wants to slay. What's a good class with access to a Familiar that cound take advantage of the Possessed Hand feats? What'a a good race for such a character?

For referrence:
Maniac Hand
Source Occult Adventures pg. 266
Aura strong necromancy CL 13th
Slot none (replaces hand); Weight 2 lbs.
Description
This dried and withered hand ends in a jagged stump. When it is touched against the arm stump of a humanoid who has lost a hand, the maniac hand bonds instantly and returns to a lifelike appearance. It shrinks or grows to match the size of its new owner, and transforms itself to match the hand lost, becoming either a right or left hand. After merging, an uneven scar and unhealthy hue identify it as alien to its new owner.

Attacks made with a maniac hand receive a +2 competence bonus on attack and damage rolls. In addition, when making a full attack, the wielder can accept a –2 penalty to AC in order to make one extra attack with the hand using the wielder’s full base attack bonus. This benefit is not cumulative with similar effects, such as a haste spell. For the purposes of these bonuses, any weapon held in the maniac hand or in both hands qualifies, and the hand itself can deal damage as a slam attack appropriate to the wielder’s size (1d4 for a Medium creature).

A maniac hand has an insidious will that slowly usurps control from the owner. It has Intelligence 8, Wisdom 12, and Charisma 10. Incapable of communication and bereft of rational thought, a maniac hand knows only an insatiable urge to destroy. When first attached, a maniac hand has an Ego score of 5. At least once each day, when presented with an opportunity to murder a friend or innocent without being witnessed, the maniac hand attempts to assert control using the rules for items against characters (Core Rulebook 535). If it succeeds, the hand takes control of its owner until it can commit the murder or 5 minutes pass, whichever comes first. The owner remembers nothing of the crime save a blinding rage, and the hand’s Ego score returns to 5. If the hand fails to assert control, the owner feels a momentary surge of anger, but can’t identify the source. Each day that passes without the hand’s murderous impulse killing a creature of Intelligence 3 or higher, its Ego score increases by 1. If its Ego score increases above 20, the hand no longer cares for caution, and attempts murder regardless of the chance of getting caught.

A maniac hand that’s denied the death of friends or innocents for more than 30 days turns against its owner. If in a position to sabotage the owner, such as by letting go of a rope, it attempts to assert control. It can assert control while the owner sleeps, strangling its host or seizing a weapon to deliver a coup de grace. The hand attempts such an act at most once per day. An owner willing to slaughter innocents can keep the hand satisfied by finding an innocent victim and voluntarily relinquishing control to the hand.

If the owner tries to rid herself of the maniac hand by destroying or amputating it, the hand resists to the best of its ability. It makes attacks and one-handed grapple attempts with its owner’s own Strength and Dexterity scores, augmented by the hand’s bonuses. The hand has an AC equal to its owner’s touch AC, except with a +4 size bonus that stacks with its owner’s size modifier. Its owner loses her Dexterity bonus against the hand’s attacks, but the hand retains its Dexterity bonus against its owner. The hand’s hp is equal to 1/4 that of its owner.

Successfully casting remove curse on a maniac hand prevents it from resisting amputation for 1 hour.
Construction
Requirements hand of glory, hand of the mage, hand of stoneUE; Cost —


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Given that even NPC classes, Barbarians, and big dumb Fighters get Craft as a class skill, I find it relatively safe to assume that you could assemble a diverse group of crafters on any given day...

So, would it be too far of a stretch to have academies/colleges/forums/guilds of persons that spend time crafting spell components?

Like the marked sticks (Ogham fews) worth 25gp for casting Augury, for example. Or miniature shovels worth 10gp for casting Create Pit... Doesn't matter, really.

Could be an interesting use of Leadership. And may lessen the financial burden associated with casting some spells. Suddenly, tiny silver bells and glass spheres and platinum monocles and darkwood carvings of trees and bejeweled cold iron mirrors and silver needles and white silk gloves are readily available... and at a discount price, too!

Could probably make a pretty good profit running a magical reagent shop... all your alchemical and magical needs under one roof... join our loyalty/rewards program for a members-only discount...


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Is there therapy available for retired/ex-adventurers, or literally anyone that has even witnessed the everday horrors in Golarion? Much less participated in said horrors...

What class/archetype/skill check/spell/deity would you turn to? Would this all fall under the special insanity and gore rules?

In a perfect world, every player would be so invested in their characters that this would all be roleplayed around the campfire, the time spent travelling would be filled with charater backstories... the horrors of their past... the things that keep them up at night. You spend 8 hours in a guard tower with a complete stranger and you come out knowing their hometowm, their first car, what age they got drunk the first time, what age they lost their virginity, their favorite color, their worst fear... it's somehow more intimate than a first date. But you can go 19 levels without ever learning the Barbarian's name. Lol.

So, how does a character deal with living through some of the things that happen, even in printed AP's? Is it expected that it is just magic'ed away?

PS. I have typed or started to type this thread several times in the last few days, and erased it each time. I do not want to offend anyone, or come off as making fun of therapy. I recently spent entirely way too much time on the phone, battling asinine menues and robotic messages to get in touch with a VA therapist, so that's why it's on my mind.


I will start with my original attempt at building a necromancer... a repurposed character from the Kingmaker AP... Nugrah, the Decrepit. In the AP, he is this insane Druid, right? His wife dies giving birth to his son. In my version, he turns towards necromancy [Blight Druid with the Death Domain] to try return his wife from the dead. During his research, he comes across and assembles the pieces of a rare, broken artifact... the Phylactery of Jadis-Vel. This whole time, cruelly raising a son that he resents and unfairly blames for the death of his wife. The son grows up to be a bandit lord, and imprisons Nugrah before he can complete his studies. The party freed Nugrah from his son's prison, and banished him from the kingdom.

In excile, Nugrah followed the path of the Whispering Way [Agent of the Grave], learning death's secrets, and literally whispered to by the artifact he now wears. Along the way, he has totally forgotten about his original intentions of raising his wife. Driven nearly mad by the artifact he assembled, his only focus is eternal lichdom. Due to his failing body and venerable age, he cheats the system by wearing an Amulet of Grasping Souls and purposefully drinking Ghost Syrup before becoming a Lich.

Regardless of having all five levels of Agent of the Grave, the Phylactery of Jadis-Vel still switched Nugrah's mind with that of Jadis-Vel... its evil plan all along was to use Nugrah [or whomever else happened to assemble it] as a host for the new and improved Jadis-Vel...

An incorporeal, Wild Shape'ing, Lich necromancer. Lol.

1) Nugrah, the Decrepit:
Blight Druid 6/Agent of the Grave 5

I have others, probably over a dozen in total...

Count Timrek le Gorf, a Grippli Ranger VMC Sorcerer... Grippli FCB for Ranger gifts you a swim speed, and having a swim speed happens to eliminate some inherent weakness of Vampires. Nobody wants to be someone else's Vampire, so Agent of the Grave is an obvious choice. Agent of the Grave requires one to be able to cast Animate Dead. Animate Dead isn't a Ranger spell, or a Bard spell, in the case of the Dandy Ranger (which Count Timrek le Gorf is). So we VMC Sorcerer, take the Arcane Bloodline, and pick up Animate Dead via New Arcana at level 15. Just in time to squeeze in all five levels of Agent of the Grave. Funny story, though, Vampires do not get a bite attack from the template. Lol. So we take Fiendish Obedience [Kabriri] to get a bite attack, and Ranger Combat Style feats to get some claws. For being a 20lb frog, a 20HD Charisma-based Ranger /Agent of the Grave (VMC Sorcerer) turns out to be actually kind of legit... using its Agile Tongue to deliver Ghoul Touch [also picked up via New Arcana] to paralyze you before pitter-pattering down the wall to suck your blood.

2) Count Timrek le Gorf:
Dandy Ranger 15/Agent of the Grave 5 (VMC Sorcerer)

3) An Urgathoa AntiPaladin... my combat medic. Lol. But for reals, this is all about combining the 2nd Exalted boon gotten from Deific Obedience Urgathoa, Bolstering Channel, with the feat Bolster Undead. It takes 16 hit dice to get the aforementioned boon, so we take 11 levels of AntiPaladin and all 5 levels of Agent of the Grave. I wanted an Agent of the Grave build that wasn't soft and squishy... nailed it. Homeboy here is a wonderful asset to have in the middle of your Undead army.

4) I wanted an archer in my Coven, so I sent an Eldrith Archer-Hecrafter Magus down the path of the Whispering Way. Figured Magi get enough feats to VMC Witch to really bring out the Hexcrafter part of all this. I wanted all the archetype-specific Arcana before jumping into Agent of the Grave, so we end up with Eldritch Archer-Hexcrafter Magus 12/Agent of the Grave 5 (VMC Witch).

5) Another Ranger, this one is a Witchguard Ranger with the Plague Patron to get Animate Dead at 13... I went Ranger 15/Agent of the Grave 5, because stopping two levels shy of 20 is stupid. Anyways, no self-respecting Witchguard would be complete without VMC Witch with the Coven Hex in order to join the Coven that they guard.

6) I wanted to expand on what this group could do, so I added a Rogue. Not that I especially like Rogues, but I respect some of the things they can do. Having an Arcane Trickster necromancer adds a surprising level of utility/versatility. Eldritch Scoundrel UnRogue 4/Arcane Trickster 6/Agent of the Grave 5.

That's about half of what I have. I may list the others, but hopefully this is enough to get others going. I don't know how often people actually use the Agent of the Grave prestige class, though. I know Ryze Kuja posted quite possibly the scariest necromancer build I have ever seen using JuJu Oracle 4/Gravewalker Witch 3/Mystic Theurge 2/Agent of the Grave 5/Mystic Theurge 6... an absolutely terrifying amount of Undead. Epic.


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Let's say a maximum of level 5, but I would really like to see some fun 2nd-3rd level builds, too.

To start, I will list a few of my favorites... a lot play off of racial features and only work with that specific race, but some are more universal.

Gnome Ninja 3... to my knowledge, this is pretty much the fastest way to have Bewildering Koan up and running. Hierloom Weapon for Starknife proficiency, Desna's Shooting Star at level 1. Max out Charisma and Bluff. You can use Ninja Tricks for Weapon Focus, and, if you continue, Dazzling Display... Empty Threats can trade Bluff in place of Intimidate.

Gnome Zen Archer Monk 5... another excellent Bewildering Koan build. You can get Bluff from a trait (like Fast Talker) easy enough.

Medium 1/Weapon Master Fighter 3... stacking Spirit Focus with Weapon Training is legit AF. If you continue, Spirit Bonded armor and Gloves of Dueling really complete this combination.

Nagaji Mesmerist 5... between the Nagaji FCB and Memtal Potency, Color Spray is scary.

Underfoot Halfling Disciple of the Pike Cavalier 5... Underfoot stacks with Bigger They Are for a decent defensive buff, and you get Weapon Training. Order of the Dragon is pretty awesome for Helpful Halflings and Aid Another.


If there was a family of Vampires that only fed on certain types of blood, what would they choose? I'm thinking like how the Inheritors only eat Spiders in the Marvel Universe.

Would it be a specific race? Like Changelings because they have the blood of Hags in them?

Would it anyone with a Bloodline class feature? Like Bloodragers and Sorcerers?


I have wanted to make this combination for a good while, and now I would like to pick your brains for the best possible combination.

The ever-popular(?) Ratfolk Beastmorph-Vivisectionist Alchemist with a Mauler Tumor Familiar and Scurrying Swarmer feat doesn't work for this because a Ratling is an Improved Familiar and Improved Familiars cannot be Maulers. Bummer, I know.

So, what other options could actually work?

Chaotic Evil... Familiar... Ratlings's can use pretty much any scroll... Ratfolk thematically go with $#!+ like diseases and plagues, for further inspiration one could probably use Urgathoa, Tresmalvos, Lao Shu Po, Hanspur, Apollyon, Murnath, or maybe even Ghlaunder...

Ratfolk do not have the best Favored Class Bonuses in classes that offer Familiars... although extending the range of Witch Hexes could be useful, I suppose. I want there to be synergy. But I also want it to be thematic and make sense in a ratty sort of way. There are 3rd-party FCB out there, but I do try stay with Paizo content to make these builds more universally playable, should someone else wish to use any of them in their games.

It in no way has to be melee-related like the Beastmorph-Vivisectionist is... a spellcasting focus is perfectly acceptable, as one would probably assume given the involvement of a Familiar. The ability for a Ratling to use scrolls is neat, and would be cool to put to use. I thought it would help an Alchemist quite a bit, honestly, but it is probably equally useful for literally everyone.

I was thinking about something like a Carnivalist-Sylvan Trickster Rogue might be fun, too. There's also the obvious Beast-Bonded Witch, or Spirit Binder Wizard, or Eldritch Guardian Fighter as easy ways to share feats with one's Familiar. The Bonded Invedtigator doesn't share feats, but could still be a lot of fun.

Any ideas?


So, I found two items that allow one with Leadership to attract double the normal number of followers... neither of which exclude stacking with similar effects. Pretty sure doubling a double is "just" times three in PF1, but I am still okay with that.

Behind door number one we have the Ring of the Ecclesiarch... you get a +5 competence bonus on Diplomacy and Knowledge (religion) checks, and your followers get a +4 morale bonus on Will saves against enchantment spells and effects.

Behind door number two we have the Suzerain Scepter... you get a +5 competence bonus on Knowledge (nobility) and Diplomacy checks, you can affect up 7 creatures with Good Hope 1/day, and a suzerain scepter radiates a continuous bless effect that affects any cohort, follower, animal companion, familiar, special mount, or creature charmed or summoned by the wielder (but not called creatures or those under dominate or other compulsion effects). Whenever the wielder creates an effect that provides a morale bonus to such creatures (not including the scepter’s bless effect), that bonus increases by 1.

The description for the Leadership feat says you can have a Cohort two (or more) levels lower than yourself, but the table shows a max level 17 regardless of having a 25+ Leadership Score. The Noble Scion prestige class changes the max level of your Cohort, but not you number of followers. So assuming doubling a double is "just" times three, you have your level 17-20 Cohort, 405 first level followers, 39 second level followers, 21 third level followers, 12 fourth level followers, 6 fifth level followers, and 6 sixth level followers... something like 490 people, including yourself, with just one feat and two items.

Is that a lot?


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Regardless of how horrible people seem to find the Majordomo Investigator, the archetype's Inspired Manager ability adds a virtual +12 to their Intelligence for the purpose of determining the bonus she provides in a kingdom leadership role. This is not a trivial bonus on a character already heavily reliant on Intelligence. And there are plenty of roles within a kingdom that could abuse this bonus...

Kingdom roles Intelligence can readily contribute to:
Grand Diplomat (Stability)
Magister (Economy)
Spymaster (Economy, Loyalty, or Stability)
Treasurer (Economy)
Viceroy (Economy)

Are there other archetypes that specifically interact with kingdom building roles or rules?


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So, let's say you have some holy army, the type that goes on crusades, or whatever. Which classes make up which ranks of the overall unit?

What is the standard infantry soldier, your grunts? Multiclass NPC classes (Adept and Warrior)? Random holy-themed full BAB archetypes (like Divine Tracker Rangers)?

Warpriests are probably the next step up from your basic grunts, right? Or would it go NPC classes, then holy-themed full BAB archetypes, THEN the Warpriests?

I think Inquisitors are special ops types, like your gestapo, your secret soldiers... the ones that do the unspeakable dirty work. Paladins are similar, but on the other side of the same coin.

Where do Clerics fit into these ranks? How high up the chain of command are Clerics? How close to the front lines are they?

Where do the Omdura fit into the mix? I know so little about that class...


Okay, so Id Ragers have a limited list of Foci available to choose from, right? And Pride is not one of them. Too bad, really, because the Pride Foci has Overwhelming Confidence, which double [yes, DOUBLES] morale bonuses... not unlike the ones you get from Bloodrage. Enter the Dreamthief Rogue, which has unrestricted access to which Emotional Foci they choose, or the Fractured Mind Spiritualist, because it's Charisma-based.

Now, my first question is; has anyone ever actually played either combination in a gestalt game?

Secondly, would it be at all beneficial to use Urban Bloodrager [which stacks with Id Rager] and UnRogue? Go full Dex? Seems possible, although I don't know if it's especially helpful.

Third, what Foci for the Id Rager?

Fourth, could you choose Pride as the Spiritualist, and still benefit from the Fractured Mind stuffs if your Id Rager Foci matched any of the Fractured Mind Emotional Power options?


Anyone have any particularly interesting combinations of stacked magical items? Like adding the effect of a Ring of Sustenance to a Ring of Evasion? Or even neat uses of special materials?

I like to combine a Minor Ring of Spell Storing with a Ring of Spell Knowledge IV... it allows you to store up to 3 levels of spells and to learn a 3rd-level spell not otherwise on your list. It can be a Bard's best friend.

Or Sunsilk Quilted Cloth Armor for DR 3/- against projectiles, and DR 2/bludgeoning against melee weapons! There is also Sunsilk Ceremonial Armor for 0 ACP and 0 ASF chance, WITH the DR 2/bludgeoning against melee weapons... it's almost like real armor, but for arcane casters. Lol.

I really like Angelskin Shifting Jerkin for certain applications... the hiding alignment aspect of Angelskin and the at-will Disguise Self part of Shifting Jerkin seem to go well together.


I am not necessarily talking about actual crusader knights of Iomedae marching towards the Worldwound, but the concept of delivering light into darkness... both literally and figuratively. Pushing back against the encroaching shadows, bringing light into the darkness, and provide beacons of hope burning bright in the despairing void to guide the lost.

I kind of have an obsession with finding unique and creative ways to use things like the Lantern Lighter Ranger's Stunning Light, or the Aasimar's Heavenly Radiance/Sunlit Strike, or weaponizing the spell Fear the Sun.

I am looking for classes/archetypes, feats, races, and everything else that may be beneficial to going into the darkness and fighting the things that live in darkness... bringing the fight to them... screw knocking, kick the door. I do try avoid 3rd party content, but I do love gestalt... so if you have any particularly juicy gestalt combinations that really synergize for bringing the light, please do share.

I have a few builds that are mostly complete following this theme, and I have kind of focused on that Fear the Sun spell. A lot of potential enemies in the Underdark will already have light sensitivity/blindness, but being able to force such weaknesses upon enemies that otherwise would be unaffected is clutch. It is a low level spell, so ensuring the enemies will fail their saves does take some dedication to the cause. I have a Lantern Lighter Ranger VMC Cleric, and a Brown Fur Transmuter Arcanist gestalt with a Beastmorph-Vivisectionist Alchemist, and a Lamplighter Investigator gestalt with a Staff Magus. Just to give you an idea of the sorts of things I have prepared for this "dream team".


Your typical Mute Hag is a 14HD Monstrous Humanoid that is both blind and mute. They supposedly only exist to make unhappy things. They dedicate their lives to spreading misery and strangling joy.

With that in mind, I will highlight their ability that I wish to, I don't know, synergize with...? Or expand? Anyways, this is the ability I am hoping to play with:

Shaping Touch (Su)
The touch of a mute hag twists flesh like clay. As a full-round action that draws an attack of opportunity, a mute hag may change the appearance of a grappled or helpless victim. The effect acts as a permanent alter self spell. Unwilling victims may resist the transformation with a DC 21 Fortitude save. A mute hag allowed to work for 10 minutes may also increase a victim’s age category by one step; doing so does not grant mental ability score boosts but does inflict physical ability score penalties as normal. Creatures that are affected by this power or successfully save against it cannot be affected by the same hag’s shaping touch for one month. The DC is Charisma-based.

Now with the Mute Hag being blind and mute, I was looking at psychic magic... particularly the Material Manipulator Mesmerist. I don't really like that archetype, but I figured it was quite fitting in function and flavor. It's Charisma-based, and Revision is basically just an expansion of Shaping Touch. It seems it could be used in a beneficial way, which is interesting.

I was also thinking about the Vivisectionist's Torturous Transformation... but, for the life of me, I cannot wrap my head around a blind Alchemist... the formula book could be in braille, I guess... but the actual processes seem like something you cannot just feel your through like a racoon washing its hands in the mud. Mute Hags have 60' of Blindsight, scent, and the Blind Fight feat... but mixing chemicals in tiny viles with any amount of prrcision seems unlikely, at best. Maybe I am underestimating blind scientist everywhere. She does have at-will Invisibility, so the good old Beastmorph/Vivisectionist build focused on Sneak Attack might work.

I thought about focusing on her grappling, but that just seems so... boring. And, she is Chaotic Evil by nature, so Charisma-based Monk is out. Regardless, she will probably be given 6 more racial Hit Dice (for a total of 20)... then class levels will just overlap her racial HD. That way I can give her all 20 levels of a class, without jacking up her HD sky-high. She gets 3 more feats with that additional 6HD, so I could give her some grappling stuffs... if that is found to be absolutely necessary. She will get the monsters with class levels stat adjustments, so that can be applied in whatever way fits best with whatever class.

Is there something else I am missing? Maybe an AntiPaladin with disfiguring Cruelties, or something?


So we have a 16HD Boggard [or Racial Heritage] with Fiendish Obedience Gogunta and Damned Soldier to get this:
Boggard’s Blessing (Ex) Your form becomes batrachian in aspect, like the frogfolk of the marshes. You gain the boggard’s hold breath, sticky tongue, and terrifying croak abilities. In addition, you count as a boggard for the purpose of effects, including prerequisites (although you lose access to related options if you haven’t performed your obedience). If you are a boggard, you instead gain a permanent +2 profane bonus to Strength, Dexterity, Constitution, and the DC of your terrifying croak ability, and you can use your terrifying croak ability at will.

"...you can use your terrifying croak ability at will." Being the important part. It's still a standard action, but has a 1rnd recharge time... essentially.

Now, the Extra Croaking feat states:
Benefit: You gain one extra use of terrifying croak per hour. If your recharge time is less than 1 hour, you instead gain an extra use each time the ability recharges.

So... you see where this is going? Would this Boggard get to blast its Terrifying Croak 2/rnd with this combination? Asking for a friend...

I didn't post in the rules arena because I freaking hate that place. It's a 16HD frog person that worships a demon lord frog god... and Quicken Supernateral Ability doesn't exist. Lol.

PS. This would make Sonic Croak and Stunning Croak SO FREAKING AWESOME!!!


The demon in question is a Nabasu...
CR8, SR 19, and Charisma of 19.

I don't know much about Planar Binding... something about circles and traps... I know they can use their Spell Resistance as a check against your Caster Level to try escape. I don't know if things that add CL for certain schools would help, even if it was for schools you used to call the critter.

The possible Charisma check seems easy enough for any halfway dedicated Charisma caster to win. But I may be underestimating that... kind of why I am asking the question.

To be completely honest, I would much rather make a deal with it, than enslave it. As a Cult Master Mesmerist, I want to have my Cohort call it to use its Death-Stealing Gaze to turn my followers into Ghouls/Ghasts/Wights/JuJu Zombies. Lol. These aforementioned Ghouls/Ghasts/Wights/JuJu Zombies would be under the Nabasu's control, so it would behoove me to not be fighting with it every step of the way (at that point there are way easier ways to make Undead).

We can put my soul up for grabs if the demon needs something in return... I will put it in a little box, the demon can wear it on their necklace or belt... I might even stop by every once in while (every time a Paladin Smite's my Lich @$$). Anyways, the Nabasu also gets growth points from Consume Life, and could mature into an Advanced, Giant Nabasu Demon... so it's not like this won't also be fun for the demon involved. Our combined forces will raise hell. Lol.

What is the earliest level one could reasonably expect to call and coerce a Nabasu Demon?

How about a Charisma caster with access to the spells, but no real dedication to binding/calling beyond, potentially, summoning?


What are some good ways to effectively make Undead more resistant to Channel/Command/Turn?

Besides an 11th level Cleric of Urgathoa with Bolster Undead. Lol. Although, there will be several of these Clerics, for sure.

All I got besides that is a Ring of the Godless with the Fate's Favored trait.

Is there any way to be more resistant to holy symbols and mirrors keeping Vampires at bay other than a high Will save? Like Vampire Hunters have the scaling DC for their holy symbol instead of the normal DC 25, and I think there are traits that can raise the DC to overcome a holy symbol, as well... I want the opposite of that, like a trait that makes the normal DC 20 instead of 25, or something like that.

I'm open to classes, archetypes, equipment, special materials, anything really... need to add some survivability to some Undead against a party specializing in hurting the Undead.