Witch

Xaimum Mafire's page

* Pathfinder Society GM. 248 posts (284 including aliases). No reviews. No lists. 1 wishlist. 7 Organized Play characters. 2 aliases.




I've got two ideas for a Bard that shoots flaming Magic Missiles with the Fire Music feat. I've got two ideas

1. Bard with the Flame Dancer and Flamesinger archetypes and a Ring of Spell Knowledge II. I'd be able to get Magic Missile as 2nd-level spell using a Ring of Spell Knowledge and cast it at Character level 4. Flamesinger gets Fire Magic as a bonus feat at level 1 (and the Summon Monster spells as bonus spells).

2. Sorcerer Draconic/Solar(Crossblooded) 1 and Bard 4 with the Magician archetype. I can get Magic Missile as a Bard spell at level 2, but I'd need 5 ranks in Spellcraft and a fire spell in a non-Bard arcane class to qualify for Fire Music. This build would also net me an extra +2 damage on any spell with the fire descriptor that I cast. Fire Music gives the fire descriptor to any spell it alters. But, this wouldn't come online until Character level 5 because of the 5 ranks in Spellcraft needed.

I guess my question is, between the Magician and Flamesinger archetypes, which one is more useful to a party? I'm leaning toward number for the damage, but Bards don't really get that many spells per day.


I'm leaning towards making a PC with a Drake Companion (specifically a Drakerider Cavalier) and I wanted to use either the water or air subtype. Considering that these two subtypes are closely tied to the Planes of Water and Air respectively, would my Drake Companion qualify for the Planar Infusion feat? If not, would I have to use 2 PP to "attune" my Drake to a plane using the PC rules?


The feat, Raging Blood, states that it give you a "lesser" bloodrage. Also, it states

Raging Blood wrote:


Your blood boils with latent energy, filling you with an intense fury.

Prerequisites: Eldritch Heritage or sorcerer bloodline class feature.

Benefit: You gain the 1st-level bloodrager bloodline power for your bloodline. In addition, you gain the ability to enter a state similar to (but less powerful than) a bloodrager’s bloodrage. You can enter this lesser bloodrage twice per day, for up to 4 rounds. During this lesser bloodrage, you gain a +2 morale bonus to Strength and Constitution, and no morale bonus on Will saving throws. Otherwise, this benefit is the same as the bloodrage class feature.

If you have more than one bloodline, you choose the bloodline this applies to upon taking the feat.

The part that says "this benefit is the same as the bloodrage class feature" means that you can use the 1st-level bloodrager bloodline power by activating the Raging Blood feat. This also means that you're treated as Bloodraging when you use it.

Now, if this feat counts as giving you the benefit of the Bloodrage class feature, does that mean you can use it to qualify for feats like Mad Magic that have "Bloodrage class feature" as a pre-requisite?


So, the Gloomblade archetype for the Fighter states:

"At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)"

How useful would the Item Mastery feats from the Magic Tactics Toolbox be?

For example, the Ghost Touch property requires the Plane Shift spell for creation. And the Teleportation Mastery feat requires a Conjuration of at least 3rd level.

Teleportation Mastery feat reads:

"Prerequisites: Use Magic Device 4 ranks, base Fortitude save bonus +6.

Benefit: You can cause an item that has a conjuration spell of 3rd level or higher in its construction requirements to cast dimension door. You can use this ability once per day, plus an additional time per day at base Fortitude save bonus +9 and +12."

There's also making a Vicious weapon and using Curse Mastery, or a Merciful weapon and using Curative Mastery (from the Healer's Handbook), or keeping it simple with a Flaming weapon and Weapon Evoker Master/Energy Mastery. Or you could make Keen Weapons and use Flight Mastery.

Does this seem stupid? After taking Gloomstorm at level 4, there aren't that many feats that would be "required" for a good Gloomblade. Even the normal Weapon Focus/Weapon Specialization feat tree doesn't seem worth it because you can have any simple and martial melee weapon at any time.


1 person marked this as FAQ candidate.

So, the Mixed Scales feat for Kobolds states:

Mixed Scales wrote:
Benefit: Choose an additional color for your Draconic Aspect feat or dragon-scaled racial trait. You gain the benefits of both this color and the color you originally chose... If you gain abilities that rely on scale color, choose which color gains the benefits.

So, you get the benefits of both scale colors, but you still have to choose which color gets the benefits? Does that mean when I use Draconic Breath and have both red and blue scales, I either choose which breath weapon I use when I activate the ability, or I choose which color of breath weapon I can use when I select the feat and I'm stuck with it?

If it's the first interpretation, how would that work with the Draconic Magic feat, which gives me a set of two spell-like abilities based on my color?


I've been trying to find if there's a rule that allows selecting an alternate feat, if a class/PrC automatically grants a specific feat a specific level. For example, the Unbreakable Fighter archetype automatically grants Heroic Recovery at level 5, but it lets you take a different feat, if you've taken it before level 5.

I was hoping there was something like that in the general rules for the Holy Vindicator.


Question: Does Energy resistance apply to each source of damage or just a single hit?

Example: I'm a lvl 6 Magus with Pool Strike (cold), Frigid Touch, and a Frost weapon. I smack a Scir demon (assume the weapon is cold iron) with all of that and 6 with Pool Strike, 12 with Frigid Touch, and 3 with the Frost property. Does that 21 - 10 = 11 cold because it's from one hit, or instead does that make 6 = 0, 3 = 0, and 12 -10 = 2 cold damage because it's from different sources?


I've been digging through the forum for recommendations and opinions on the Drake Companion from Legacy of Dragons and it seems the main consensus is that its trash. It's certainly not powerful out of the gate, but I think its strength lies in its customization options.

For example, the drake gets every skill except Acrobatics, Disable Device, Escape Artist, Handle Animal, and Sleight of Hand, and Profession as class skills. With the Drake Powers, you can give it Scent, flight, powerful mental capacities, elemental damage, natural weapons that count as magic weapons. This means you can have a scholarly companion that can use wand, scrolls, and identify monsters; or a stealthy aerial assassin, or heavy DPS that bypasses resistances, or a bloodhound that hunts down clues. Basically, you can customize to be exactly what you want it be.

Now, the obvious drawback is that it doesn't really come online until about level 5 when you've got your first two drake powers and the size increase. However, I feel like the biggest complaint about the Drake Companion comes from the martial classes that either give up a boatload of class features or get a watered down version of the companion rather than from the Drake Companion itself, particularly the Cavalier. Giving up both Tactician and Banner for a "mount" that can't be mounted until the level 13 is poor design, imo, and even I can't polish that turd. However, it does open up options for the class that it wouldn't otherwise have.

Ultimately, I feel like people are looking at it to be an Animal Companion in combat when it's not supposed to be. There aren't any animals that get the Craft skill (and Master Craftsman to make magic items) or a bite that effects incorporeal creatures. Gotta play to the Drake Companion's strengths instead trying to make its weaknesses strong, imo.


I'm building a Holy Tactician Paladin that focuses on Aid Another and Teamwork feats. The party is a Cleric and two-weapon Rogue, so I'd only have two other PCs to buff. I also want to take Leadership at level 7 to add either a Crusader Cleric or Tactician Fighter NPC.

Human Holy Tactician (25 point buy)
Str: 15 (17 with +2 racial)
Dex: 10
Con: 14
Int: 13
Wis: 10
Cha: 16

Traits: Battlefield Disciple, Divine Warrior (willing to trade out Divine Warrior for a better trait suggestion)

1: Combat Advice, Combat Expertise
2:
3: Swift Aid, Bonus Teamwork Feat: ??? (Possibly Escape Route, Outflank, Feint Partner, or Got Your Back)
4: [+1 to Strength]
5: Cosmopolitan- Perception, Bluff (if I take Feint Partners)
6:
7: Leadership, Bonus Feat: Harrying Partners

Battlefield Disciple gives a +1 to attack roll bonuses from Aid Another, meaning with Swift Aid and Combat Advice, I can give an ally a +4 to hit and still make an attack, or give an ally a +7 to hit a tough enemy, or split my buffs between them and give one a +3 and the other a +4, or give both a +2 and make an attack with Weal's Champion to give them another +1 to hit, Swift Aid a +2 to one ally, then ready an action to Aid Another on their off-hand/iterative attack.

What do you guys think?


So, I've been trying to come up with a workable crossbow build and I think a rogue would work, since 3/4 BAB means iterative attacks won't be a source of damage for half the character's life. Build as follows:

Human Rogue (Swashbuckler) (25-point buy)
Str- 12
Dex- 16 (18 with racial)
Con-10
Int- 18
Wis- 10
Cha- 7

Traits- Pragmatic Activator, Eyes and Ears of the City

1- Point Blank, Precise Shot
2- Rogue Talent: Combat Trick - Focused Shot
3: Expert Sniper
4: Combat Trick- Rapid Reload
5: Deadly Aim
6: Weapon Training- Weapon Focus Heavy Crossbow

Is this decent?


Is there any way to boost the caster level check for the Rogue Talent Dispelling Attack?

Also, I've read the Dispelling Weapon property description and it specifically calls out the Magus and Barbarian abilities, but not the Rogue's. Shouldn't enhancement bonus work for the Rogue's Dispelling Attack, too?


For the purposes of Dazzling Display and Arcane Strike, does holding a melee touch or ray spell count as wielding a weapon?


So, I have this concept of a Flowing Qiggong Monk with the Vows of Peace, Truth, and Poverty. I was thinking about taking Bludgeoner, Agile Maneuvers, and Improved Reposition at 1st. The idea is that he doesn't like to hurt people, so that's why I'm taking Agile Maneuvers over Weapon Finesse (and I'm not 100% on which Combat Maneuvers work with Weapon Finesse/Dex). I realize that Bludgeoner probably won't get that much use, since I've got a 10 Strength, but it's thematic.

It's a 25-buy game, so my stats are as follows:

Human Monk (Flowing Monk/Qiggong Monk)
Traits: Reactionary, Wisdom in the Flesh (Swim)

STR: 10
DEX: 18 (+2)
CON: 14
INT: 10
WIS: 16
CHA: 10

1: (Bonus Feat- Improved Reposition), Agile Maneuvers, Bludgeoner
2:
3: Improved Grapple
4: Ki Power- Hydraulic Push
5: Chokehold
6: (Improved Trip)
7: Ki Throw

Also, I'd like to swap out High Jump for Cloak of Winds, but Cloak of Winds isn't available until 6th level. Can I just not take High Jump at 5, then take Cloak of Winds at 6?


How do the Archer's Trick Shot (Ex) work with the feat Trick Shooter?

Trick Shot (Ex):
At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).

This ability replaces Armor Training 1, 2, 3, and 4.

Trick Shooter:
Your uncanny aim allows you to disable your opponents without harming them.

Prerequisite(s): Dex 13, Deadly Aim, base attack bonus +1.

Benefit(s): You gain a +2 bonus on ranged combat maneuvers. When you attempt to perform a ranged combat maneuver, you can refrain from damaging the target at no penalty.

By logic, using Trick Shot (Ex) to make a combat maneuver at a range is making a ranged combat maneuver. But, by RAW, does it count for the Trick Shooter feat? The feat calls out refraining from damaging the target, but only Sundering causes damage (and refraining from doing damage on a Sunder makes no sense). Arguably, the RAI allows for the feat to apply to Trick Shot (Ex) because neither the Range Disarm and Ranged Trip feats are prerequesites.


Basically, my idea is to have a Returning Dagger in order to manifest the athame with whatever enchantments I put on my dagger using Arcane Pool without having to spend those points again after I throw the dagger (and avoid needing the Quick Draw feat). Also, I wanted to use Pool Ray and Ranged Spellstrike with the Athame.

The only real question is if Spellblade and Myrmidarch are compatible. I get that Myrmidarch diminishes spellcasting, so I'd be relying heavily on Pool points. Could this work?


I understand that the Spellblade Magus loses Spellstrike, so using Pool Strike or casting touch spells through the Athame are not possible. However, it is possible to discharge a touch spell though the Athame like it was an unarmed strike or natural attack?

Say you cast Shocking Grasp and miss, then on your next turn, you attack with the Athame. I can't find anything in the rules that would support that, but considering what the Athame is supposed to be and that you can still deliver basic touch attack through it, it would make sense that it should. Mechanically, it would work out to be a worse version of Spellstrike, since it would only be usable through the Athame and it couldn't be done in a single round.

Thoughts?


The Skirnir Magus has an ability called "Sorcerous Shield":

Sorcerous Shield:
Sorcerous Shield (Ex)

At 1st level, skirnirs are proficient with all types of shields, including tower shields, and do not suffer an arcane spell failure chance when casting magus spells while using a shield. They treat their magus levels as their fighter levels for the purpose of qualifying for shield-related feats.

This ability replaces spell combat.

The Throwing part of a Throwing Shield requires Exotic Weapon Proficiency: Shield, Throwing.

Does Sorcerous Shield cover the Exotic Proficiency requirement to avoid a -4 to attacking with a thrown Throwing Shield?


I'm trying to come up with a solid build for a Halfling Arcane Archer that rides either a wolf or a leopard. The only thing I know that I want to take is one level in Wildblooded Sorcerer for the Sylvan (Fey) Bloodline. That will net me my needed arcane caster level 1 plus give me an extra effective druid for my Animal Companion/Mount.

The hard decision I'm having is whether to go Cavalier (for Expert Trainer to allow me the Horse Trainer feat from Ultimate Combat) or Ranger (for the Mounted Combat styles and free combat feats to level 6). If I went Ranger, I'd take Trick Riding at level 2, Mounted Archery at level 4 (CL 5), and Mounted Combat at level 6 (CL 7). If I went Cavalier, I'd take Luring Cavalier to lvl 6, Sorcerer at CL 7, then AA from CL 8.

I'm torn between taking Ranger for better combat effectiveness (more Feats for both Archery and Mounted Combat) vs taking Cavalier for a much sturdier mount (Horse Trainer lets your mount use character level, instead of Cavalier level for its abilities).

Unfortunately, we're only using Core, APG, UC, Ultimate Magic, Ultimate Equipment, and Melee/Ranged Tactics Toolbox, so no Boon Companion.

Halfling X 6/Sylvan Sorcerer 1/Arcane Archer 10
Alternate Racial Traits: Outrider, Wanderer
Traits: Savannah Child, Adopted: Animal Friend (Gnome)

Point buy: 25
Str: 10 (12)
Dex: 18 (16)
Con 12
Int: 10
Wis: 14
Cha: 16 (14)

Feats (for Ranger build)
1 (Ranger): Point-Blank Shot
2 (Ranger): Trick Riding
3 (Sorcerer): Precise Shot
4 (Ranger): (Endurance)
5 (Ranger): (Mounted Archery), Deadly Aim
6 (Ranger):
7 (Ranger): (Mounted Combat), Weapon Focus- Longbow
8 (Arcane Archer):

I realize that my to-hit is going to suffer for long time (5 levels), but hey, I'll have True Strike for the hard-to-hit/must hit enemies.

Feats (for Cavalier build)
1 (Cavalier): Point-Blank Shot
2 (Cavalier):
3 (Cavalier): Precise Shot
4 (Cavalier):
5 (Cavalier): Deadly Aim
6 (Cavalier):
7 (Sorcerer): Weapon Focus: Longbow
8 (Arcane Archer):
9 (Arcane Archer): Horse Trainer

My mount will be a lot tougher, but, I feel like this build will have me relying on my Cavalier abilities to offset my damage output. I'm not too familiar with how useful a Cavalier's Tactician and Banner can be.

Any advice?


Undine's Curse states:

"The target loses its body's natural ability to breathe automatically. As long as it remains conscious and is able to take physical actions, it keeps breathing and is able to function normally. If it is ever unconscious (including sleeping) or unable to take physical actions, it stops breathing and begins to suffocate. Creatures that do not have to breathe are immune to this spell."

Would the Dazed condition prevent a creature from taking a physical action?


Is there a way, that's within RAW, that could let, say, a human count for the racial feats and spells for a non-humanoid PC race like an Undine? The Racial Hertiage feat only works for humanoid races, while some options are Native Outsiders.

I mainly want to use Undine's Curse in conjunction with Ear-Piercing Scream for fun. Also, Undine's Curse seems like it would be a decent assassination spell, assuming you could catch your target sleeping.

Is there a rules-legal possibility?


So, I've got a concept for a Snakebite Striker/Rogue build that uses a quarterstaff and feinting. She's gonna be a Human with the Focused Study and Silver-Tougued race traits. The basic concept is that she's the middle child of a Sylph and Human, but developed absolutely no magical talent or power worth mentioning. I'd give her the Failed Apprentice trait, if I could. Here's what I have for her up to level 8.

(25-point build)
Abilities:
Str: 16
Dex: 15
Con: 13
Int: 10
Wis: 10
Cha: 16 (+2 racial bonus)

Lvl 1- Snakebite Striker (Combat Expertise, Skill Focus: Bluff)
Lvl 2- SbS (Improved Feint)
Lvl 3- SbS (Two-weapon Fighting)
Lvl 4- Rogue
Lvl 5- Rogue (Two-weapon Feint, Rogue Talent: Weapon Training- Weapon Focus:
Lvl 6- Rogue
Lvl 7- SbS (Improved Two-weapon Fighting)
Lvl 8- Rogue (Rogue Talent: Combat Trick: Improved Two-Weapon Feint, Skill Focus: Nature)

I went with Focused Study because Skill Focus: Bluff is a given with a feint build and I was considering taking Eldritch Hertiage: Stormborn for RP flavor and I need a skill focus to open that up. I wanted at least 4 levels in SbS to count for levels in Fighter for Weapon Specialization. How does this look?


The text states that the Harm effect only affects sentient creatures (+3 Int or higher). If a sentient creature takes enough Ability damage (not drain) and their Int becomes 2, would this channel still affect them? Their actual Int would still be over +3, but their effective Int would be 2.

Second question: Do the Variant Channeling extras apply when using Channel Smite?

Third question: If a creature has an ability score drop to 1 because of a Penalty (not damage or drain), can they take a damage or drain effct and be put to 0?


The text states that the Harm effect only affects sentient creatures (+3 Int or higher). If a sentient creature takes enough Ability damage (not drain) and their Int becomes 2, would this channel still affect them? Their actual Int would still be over +3, but their effective Int would be 2.

Second question: If a creature has an ability score drop to 1 because of a Penalty (not damage or drain), can they take a damage or drain effct and be put to 0?


If I pick a Monk Archetype that trades Stunning Fist for another ability (such as Redirection for a Flowing Monk or Elemental Fist for a Monk of the Four Winds), and I pick a Favored Class bonus that grants additional "stunning attacks," does that apply to the ability that I traded Stunning Fist to get?


So, I have a RP concept for a Half-Orc with green dragon heritage. He left his tribe and ended up working for a crime lord, but his kind-hearted nature caused him to leave that life, as well. He ended up as a bouncer in a tavern in a large city. I'm pumping Intimidate to mimic Dragonfear. The allowed books are everything except Campaign books.

Basically, I was planning a Strength-based non-lethal build (Enforcer, Intimidating Prowess, Bludgeoner, Sap Master). The Strength bonuses from DD will help my Intimidate skill, but I don't plan on taking more than 1 Sorcerer level to qualify for Dragon Disciple, my CHA will start amd stay at 14. I'd only end up with 8 levels of spellcasting, so no need for more CHA.

My real oncern is what buff spells to take other than Shield and Bear/Bull/Eagle buffs. I'm not too familiar with spells and want to "optimize" my concept. I know this isn't the most powerful build pospossible, but it should be functional. Can someone help with spells?