Conwrest Muralt

ZanThrax's page

Organized Play Member. 1,645 posts (2,691 including aliases). No reviews. No lists. 1 wishlist. 16 Organized Play characters. 11 aliases.


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I completely failed to consider that I could put two elemental damage boosts on the gun instead of increasing the straight enhancement. Now I just need to fight something besides daemons all day so that it can actually land.

If I get to play this guy, he's very likely to take Riving Strike at 9th. I just wish it helped with Supernatural abilities as well so it would affect his hexes. Blast an enemy with the gun, and then put them to sleep afterwards.

Thanks all. I built the character as a straight Magus without a dip, level 7, using a reliable dragoon musket, with the intent of primarily using Spell Cartridges to avoid misfire risk. Mending via Two World Magic and Jury Rig to deal with misfires that do happen. PBS & Rapid Shot to allow a decent number of force bullets per round.

I think he'll be okay without the proper gunslinger abilities, although not having any stats to damage means that those force bullets aren't going to hit very hard (1d4+4 or +5 if he enhances the gun before he starts using arcane strike every round)

Has anyone got an example of an Eldritch Archer (possibly also Hexcrafter) that uses a firearm? I'm curious to see if that's something that can be reasonably accomplished with just a couple of feats or if it requires a gunslinger dip.

Anyone have advice on which figurine companion would make the best flanking buddy for a dual-wielding slayer? I'm thinking either the lion, the goat, or the elephant. (Unfortunately there's no small cat figurine option in the feat.)

Reach has nothing to do with the spell having an area effect that makes no sense, and a damaging spell can't be (harmless)

Pathfinder #74: Sword of Valor pg. 74 wrote:

Lightning Lash

School evocation [electricity];
Level cleric 3, hunter 2, inquisitor 3, oracle 3, ranger 2, warpriest 3, witch 3
Casting Time
1 standard action
Components V, S
Area 20-foot-radius spread
Duration 1 round/level (D)
Saving Throw Fortitude negates (harmless); Spell Resistance yes
You create a crackling lash of unholy lightning that flickers and flashes in your hand like a whip, shifting color in response to your mood and will. Once per round, you can make a melee touch attack with the lightning lash against a target within 15 feet. If the attack is successful, it deals 1d6 points of electricity damage and 1d6 points of damage from divine power (similar to flame strike), and allows you to attempt a trip combat maneuver check as a free action against your target (using your caster level as your CMB).

Area 20-foot-radius spread[/b]

Saving Throw Fortitude negates (harmless)

These two lines make no sense, right? Surely they should be Personal and None, like Gozreh's Trident?

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UnArcaneElection wrote:
I like that except for one problem: Your Familiar will be really stunted, even with Boon Companion.

Familiars aren't affected as much by class level though - natural armour and Int score is really all you're getting since HD are explicitly tied to character level and HP are directly based on character HP. The only reason I'd even be looking at Boon Companion would be to get Able Defender on a Protector version of the Familiar.

*Khan* wrote:
Perhaps it would be nice to know why the OP wants to use a divine chassis for a arcane trickster. What are the goal?

Largely the novelty. And I've always found the sneak attack and other AT abilities more interesting for a divine caster than for a wizard.

I'm working on a Nature's Fang / Hinterlander character idea, and I'm curious what are some fun or interesting spells to use with imbue arrow - especially ones that an Arcane Archer wouldn't be able to do.

I don't think I could feel justified using the Equipment Trick to qualify for AT, but I hadn't thought about the Eldritch Scoundrel as a way to qualify instead of Wizard. Four levels seems like a big dip, but it's not really all that much worse than the way that the class was originally designed to be entered. Plus, with Crocodile domain, Nature's Fang archetype, and Accomplished Sneak Attacker, this allows for a druid AT that will get the full 10d6 SA cap, and druid's have plenty of good spells to use with surprise spells.

Has any way to get a divine caster into arcane trickster, short of a three level "dip" ever been found since the SLA FAQ got reversed?

How about Umbral Mage Armor? (Or Shadow Grasp Umbral Mage Armor)

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Mark, are there any plans to make 1E content available for use with Foundry? Running an AP or even a module requires a lot of work to get the artwork extracted and into Foundry; especially the maps, which have to be re-scaled and reworked to get a consistent grid size so that they'll work well. I would gladly have paid for that having been done for me and would in the future as well.

I'd guess that the explanation for what the author thought they were writing is that they simply forgot that "Bonus Feats" is a single class feature of the Fighter class. A one level dip turning into 11 free feats for a 19th level Samurai is the only part of this ability that I'd have a problem with personally, without that this isn't any more problematic than Shapeshifting Hunter / Shaping Focus.

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I did rebuild him as well. Stayed straight vigilante 10.

Take 'Em Alive lets him use non-lethal damage at all times, which means that he triggers Enforcer on every attack, which triggers Twisting Fear, and opens up Shatter Defenses so that he can land hidden strike damage, which triggers Violent Display so that he can use immediate actions to hit everyone in the area with Twisting Fear damage.

Think Batman dropping into a dark room full of thugs, and hitting the first one so hard that all the rest are so terrified that it hurts.

"I'm Vengeance"

Blackjack CR 9
XP 6,400
Human (Chelaxian) vigilante 10 (Pathfinder RPG Ultimate Intrigue 9)
CG Medium humanoid (human)
Init +4; Senses Perception +12
AC 17, touch 16, flat-footed 13 (+2 deflection, +4 Dex, +1 natural)
hp 78 (10d8+30)
Fort +8, Ref +14, Will +9
Defensive Abilities unshakable (+10)
Speed 30 ft.
Special Attacks hidden strike +5d8/+5d4, startling appearance
Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 12
Base Atk +7; CMB +9; CMD 25
Feats Dazzling Display, Enforcer[APG], Shatter Defenses, Skill Focus (Acrobatics), Skill Focus (Intimidate), Violent Display, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +23, Bluff +5, Climb +10, Diplomacy +9, Disguise +5 (+25 to appear as part of polite society while in your social identity), Escape Artist +9, Intimidate +20 (+26 in your Korvosa while in your vigilante identity), Knowledge (local) +9, Knowledge (nobility) +9, Perception +12, Sense Motive +3, Sleight of Hand +9, Stealth +17, Swim +6
Languages Common
SQ dual identity, social talents (discrete inquiries, great renown[UI], quick change[UI], renown[UI], safe house[UI]), vigilante specialization (stalker[UI]), vigilante talents (lethal grace[UI], perfect fall[UI], take 'em alive, twisting fear[UI], up close and personal[UI])
Special Abilities
Dazzling Display (Rapier) Intimidate check to demoralize can affect those within 30' who see you.
Discrete Inquiries (Ex) You can gather information without being obvious that you are seeking it.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Hidden Strike +5d8/+5d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Perfect Fall (Ex) No dam from fall if in reach of a wall, half dam otherwise. Always land standing.
Quick Change (Ex) Change ID as a full-round action, but easier to detect unless take 1 rd more.
Renown +6 (Korvosa) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each.
Safe House (1,000,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Take 'Em Alive +3 (Ex) No pen on nonlethal att. Bonus to att & dam if only deal nonlethal dam (no 2nd effects).
Twisting Fear 5d4 (Ex) Causing foe to be shaken, frightened, or panicked inflicts listed nonlethal dam.
Unshakable +10 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Up Close and Personal +5d8/+5d4 (Ex) As a swift action when use Acrobatics to move through foe space, make att with hidden strike dam.
Violent Display Use Dazzling Display as immediate action after critical hit or sneak attack.

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Using the alternate crafting rules from unchained, and assuming that I have the best smith in Janderhoff have a +17 craft skill, +2 for mwk tools, two Large City maximum skill trained labourers in a masterwork workspace taking 10 every day on aid another, He'll take 10 for a 35 craft each day.

Complexity Craft DC Base gp / Day gp / day @ 35
E Simple DC 5 5 sp 3.5 gp
Simple DC 10 1 gp 6 gp
Normal DC 15 2 gp 10 gp
Complex DC 20 4 gp 16 gp
Intricate DC 25 8 gp 24 gp
V Intricate DC 30 16 gp 32 gp
E Intricate DC 35 32 gp 32 gp

Now, this isn't bad for an Animated Heavy Steel Shield - The mwk shield is only worth 170 gp, and is only "Complex", so it'll get done in 2 days, 5 hours, and take four days to enchant.

But a glamoured mithral kikko is way longer, despite not being that much more expensive. A mithral kikko is Intricate, and worth 4250, so at 24 gp a day, it's going to take 44 days, 2 hours, 10 minutes to forge, and then a mere 2.7 days (2 days, 5 hours, 36 minutes) to enchant - 50 days total!

I think that using "easily crafted" mithral would cut that crafting time in half, but it would also double the material cost; surely the price of the finished good can't stay the same if the raw material is twice as expensive?

Does anyone have any idea how long it should take to have an NPC organization create mundane (but expensive) bespoke gear? Both the standard and alternate (unchained) crafting rules are designed for PCs to roll to see how much progress they make every week / day of work of work, and then repeat until finished.

I'm giving my party priority access to the weapon & armor smiths of Janderhoff as a reward. It's easy to determine how long it'll take to create the magic effects of their desired items (glamered and animated), but short of actually coming up with NPC stats for the best craftsdwarf in Janderhoff and rolling a bunch (maybe a lot) of daily checks, I can't see any way to determine how many days it should take to produce, for example, a mithral kikko.

Thanks guys. My players aren't hard-core optimizers, and while they can take most of the content in the AP without much difficulty, but boss fights are challenging as published, so I don't want to go too nuts, but since I'm planning to replace a boss with this guy, I don't want to make him a pushover.

Maybe a 7th level Soul Forger Magus...

The reason that I ask is that the rules, such as they are, for adding levels to monsters, talk about creature roles and deciding if the class you're adding is a "Key" class for the role. ster%20Advancement

The problem being that while I'm pretty sure if I'd consider the Rust Devil a "combat" role enemy, I'm not sure if I'd consider the Spell Warrior to be a skill class like Rogue & Bard or closer to a full martial class; thus the question about counting the levels 1:1 or 1:2 for CR.

And the other part was just that I'm not certain if Spell Warrior is the most effective / interesting way to get the general effect that I'm looking for - giving the devil magical disguise capabilities that doubles as a potential combat boosting spell, the skill ranks to have it be an excellent smith, and the proficiencies to use the weapons and armour that he makes.

If I wanted to add Spell Warrior Skald levels to a Rust Devil

how many levels should I add to get it to a CR 15? 3 or 6?

And is there a different class / archetype that I should consider to give him some arcane magic (including alter self and/or similar transmutations so he can disguise himself as a human), medium armour and martial weapon proficiencies, and some skill points he can sink into Craft skills?

I copped Inspectre's general theme of Ileosa not starting out as the villain - she's going to be corrupted by Kazavon over the course of the first couple of books, while Andaisin and the Arkonas are behind the regicide, early chaos, and plague. I've got the whole second book to get the party out of her good graces and on the run - plus I expect the execution to put a serious crimp in their relationship. So I know that the populace aren't going to be accepting of a Shoanti in the role, and the party know it, but Ileosa is hoping that she can make it work, both because she naively wants to improve relations, and because she wants someone with no loyalties to any of the city's noble or merchant houses.

Replacing Togomor doesn't look like it's going to have any major impacts in and of itself as he barely seems to figure into the plot at all; he's just there to be a gross and creepy encounter. Replacing him with a Shoanti wizard or shaman who is looking forward to the opportunity to research the pyramid and the historical artifacts under the castle before being enthralled seems more interesting than just some random bloatmage with no connection to the rest of the story.

I know that a Seneschal is traditionally just the guy who manages the day to day running of a castle's staff, but I've expanded the role a fair bit, to suggest that the role has expanded over the decades to the point where it's more akin to a regent who does much of the day to day running of the kingdom, including the conceit that the Sable Company technically reports to the Seneschal, and not directly to the monarch (I needed a reason for their total lack of presence between the night of the king's death and Marcus' attacking the queen at the coronation, so I found a way for them to ignore their monarch for an extended period)

In any case, I wasn't looking for a suggestion for an existing NPC, just for interesting class/archetype ideas. I'm probably just going to have him be a Spirit Whisperer Wizard.

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I've been making a lot of changes to the first book, inspired by (and heavily stealing from) Inspectre's thread. Since the party are good friends with Ileosa and have been doing favours for her, I've decided to have her be the one to send them to seek out Thousand Bones to ask him to recommend some local Shoanti leaders who would be willing to serve as a new seneschal - giving her a senseschal that she can trust not to favour any particular noble or merchant house while possibly improving relations between the citizens of Korvosa and the Shoanti people.

But now I need some interesting ideas for the NPCs that Thousand Bones can suggest, once his immediate problem is dealt with.

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is surprisingly bad at fighting.

Surely it's possible to have a 10th level vigilante that can do more than a dozen points of damage on a hit and have an AC that doesn't mean that he'd get mowed down if he actually tried to fight a group of average street criminals or hellknights?

In all seriousness, I had him, along with a sidekick character that I added in (5th level snakebite brawler), intervene in Lamm's assault on the Longacre (my campaign is strongly modified based on Inspectre's), and the two of them were barely able to take down four CR 1 opponents in a half dozen rounds, at which point they were both knocked out. Unless I was missing something significant, Blackjack, as written in the book, can't fight his way out of a wet paper bag.

Has anyone had a go at respeccing him so that he can reasonably be considered to be a master fencer that could plausibly face down a squad of Hellknights or a small gang of criminals and win?

You can extract the map images from the pdfs to use on your VTT. Just don't share them anywhere.

Inspectre wrote:

I imagine that you are playing in-person and so have been using physical copies, which makes it a little difficult for my custom virtual maps to be useful to you. I'll also confess that they tend to be very much function over form, and so are . . . well, UGLY. But they manage to get the message across most of the time, so it's worked for me.

I suppose I could provide .GIF pictures or some sort of picture format of the maps I made that you can then attempt to alter and/or print out on paper if you really want them, as the virtual tabletop does have some limited functionality in that regard, but I don't know if that's what you're looking for either.

Sorry friend!

We are playing in person, but I do use a VTT (Foundry) for our game. I've found that using the maps from the pdfs works well, if one scales them up first, or manually adjusts the width of every row & column of the map one slice at a time to get a consistent pixels-per-square scale.

I've put together an alley scene w/ balcony for the upcoming meeting just using a decent tileset I found recently, but I still haven't made maps for the final lair or the Longacre building.

Hey Inspectre! My group started a Curse campaign about two months ago now, and I've been liberally stealing from your game to modify my own.

I've not had any difficulty with coming up with stats for the extra characters; either writing up the important ones, or just using stat blocks from aonprd (lots of NPC Codex and Villain Codex characters essentially). And I've been reusing a couple of generic street maps and dock maps for all the various street encounters.

What I don't have is something to use for the various Lamm encounters - the underground lair, the house/balcony/roof sequence, and the Longacre building. Do you recall what you used?

Well, that's great news for me! (Bad news for Pestico though. Oh well, if you're going to mess with the plotline, you have to break a few NPCs along the way.)

Does anyone have a workable map for the Longacre Building? Based on its size on the city map (My guess is 110' x 165' with a 75' x 120' second floor), and the description of it being what amounts to the main courthouse of a major city, there should be tons of offices (both small single offices and big office suites for arbiters and at least one magistrate, multiple courtrooms (at least two minor and one big fancy one), holding cells w/ a small barracks area for the cell guards.

One of the things that I'm "borrowing" from Inspectre's game is the confrontation between the party and a bunch of Lamm's goons. But I need a map to lay the scenario out on.

I've been playing it as you described Lince. +2 Reflex, Initiative, Ranged/Finesse attacks, as well as Dex skill checks.

Does Pestico (of Pestico's Dolls and Figurines) figure into CotCT at any point in later volumes? I've been thinking of having him get involved (to his detriment) with the party's little war with Gaedrun Lamm in my game (Lamm got away and has been Up To No Good ever since), but don't want to accidentally break anything if he's important later.

Oh well, I guess this character will just have to be an exploiter wizard instead.

Improved Plane Shift can be picked up using a wizard's bonus feats, which are normally used for arcane discoveries. Can an Arcanist use the Arcane Discovery Exploit to get the feat, or is this worded the way it is specifically to make it Wizard only?

Does anyone have recommendations for a 9th level wizard w/ Improved Plane Shift? (Or a 10th level Arcanist w/ same - assuming that they can actually take the feat)

Well, it's entirely possible that she'll never get advanced beyond level one, but the lack of direct spell damage isn't a big concern. I actually feel like the status effect spells are more appropriate for getting stabbed in the soul anyhow. Plus, there's always plane shift later on to send enemies directly to hell instead of killing them directly.

I'm actually thinking Phantom Blade now. Which will allow Dimension Door and possibly Dim Door Feats eventually. Phantom Blade gets me a major part of what I want for the NPC - having the "soul blade" at level one.

Hi all.

Does anyone have suggestions on a good class / archetype for to represent Magik during her early Darkchylde days when she's still under Belasco's influence? A bladebound magus or mindblade magus seems like the obvious way, but I'm not sure it's the *best* way, especially for a 1st level NPC.

The confusion is not helped by there being a square at the end of High Bridge that's called Eodred's Walk on the poster map that is definitely not a semi circle.

Is there any reason that a (non-sorcerer) Dragon Disciple couldn't take one of the Expanded Bloodline options from Dragons of Legacy?

Thanks avr. You're right about Hunter's Howl; my longstrider + enlarge shenanigans aren't worthwhile unless I want to blow pretty much all my feats getting slashing grace running on a bastard sword, which I don't. I'll be making do with an agile sword cane, so size increases aren't going to do much of anything for me.

I'm working on a new gnome fey trickster mesmerist for our ongoing game after getting my archer warpriest killed last week.

I need advice on the best hunter spells for a semi-martial focused mesmerist (relying on Intense Pain, lead blades, and a friendly enlarge person to get a decent damage output)

Also want suggestions for spells to select for Fey Spell Versatility - illusion, enchantment, and curse means there's a huge list of possibilities to consider.

Right now, I've only selected Lead Blades at first level, and Sense Vitals and Barkskin at second (along with the spells from Fey Spell Lore - which I might drop if I chose some of the same spells at lower levels with Fey Spell Versatility)

For FSV, I'm pretty sure I'll take Hideous Laughter at first, but I'm debating between Contagious Zeal, Blindness / Deafness, Heckle, Hold Person, Heroism, Invisibility, Mirror Image, and Blur for second level. Displacement, Bestow Curse, Charm Monster, and Good Hope all seem like great options for third.

Guide link no longer works.

Is anyone aware of a feat, class ability, archetype, or item that will let a caster affect a living target with disrupt undead?

Is there any way to increase the damage to objects struck by the target of Awesome Blow beyond 1d6? I'm playing around with the idea of making a Steel-Breaker/Brother of the Seal (or maybe a Martial Artist/Brother of the Seal if BotS won't properly advance Brawler abilities) and would like to be able to use Awesome Blow to knock enemies *through* doors, not just *into* doors.

So I'm building a Shikigami Style brawler, and chose Hinyasi to both get the free feat and to eventually be able to match the damage of a sledge with anything I happen to get my hands on.

I want to trade off Martial Flexibility, and am torn between Snakebite Striker or Feral Striker. Is one choice vastly better than the other? Is there some other second archetype I should be considering instead?

It really depends on the game you're playing. If that single gob w/ 30 hp is a typical encounter, then a DPR Olympics contender is probably both pointless and likely to be boring to play.

But if you're in a game with a GM who thinks that an "average fight" at level six should be a half dozen "minions" who are all CR2 or CR3 creatures that then get class levels dropped onto that until they have twice as many HD as the PCs do, having some characters that can put out serious damage is the only way to survive a typical encounter. When mooks have sixty hp and bosses have a hundred and fifty or more, a party full of social butterflies and skill monkeys who can do less than 10 hp on a successful attack doesn't get the job done.

Wonderstell wrote:
ZanThrax wrote:
Anyone have an opinion on Incredible Healer, either as an addition to Signature Skill, or instead of Signature Skill (if it's not available in your game?)

I wouldn't take it in addition, since it doesn't stack with Signature Skill.

And Incredible Healer wouldn't let you add your wis mod or ranks in Know: planes to the damage healed. So unless you've really invested the increased healing might not be worth it.

The reason I'm looking at it is that at lower levels it seems like a lot more healing than Signature Skill. I put together a 6th level spirit whisperer wizard this afternoon, and he's sitting at +19 (+24 if he uses a bloodblocker) heal check. So beating the DC by 5 is pretty easy, but he has a wisdom mod of +0, so it doesn't matter. Hitting a 30 is likely, but that'll put his healing at 12 (assuming an equal-level party member) with Signature Skill, or 30 with Incredible Healer. At level 10 or 15, it might be worth retraining, but at lower levels it seems like the better option.

Accomplished Sneak Attacker, along with newer archetypes, have let me make my AT into a pretty effective glass cannon blaster / backstabber.

The spontaneous casting of patron spells has done wonders for versatility, and that's despite flaming sphere being a rather crap spell. (My second level spells are often the last to get used. Once I hit CL 7 I may actually start using some scorching rays instead of just wanting more snowballs, but we'll see.)

We had a session a couple weeks ago that was perfectly suited to him - we drew enemies out of their camp in three waves, I hit each with a fireball which left very little mop up work, and then on the final wave, when the big bad beat down our unmissable front line, I was able to land a couple of sneak attack shocking grasps (thanks to the +3 to hit that's still been held over from earlier editions after all these years). Basically, in combat, at 6th level, I'm either throwing 8d6 fireballs with my third level slots, or using shocking grasps or snowballs to hit for 5d6+3d6 SA. I'm easy to kill, but between Mage Armor & Shield, the rest of the party is actually easier to hit.

Meanwhile, when we get to scout around or go dungeon delving, he's highly sneaky and good enough at disable device that he can afford to accept the -5 for disarming traps from 30' away.

The only real issue has been acquiring spells since I don't get any freebies on level up.

Anyone have an opinion on Incredible Healer, either as an addition to Signature Skill, or instead of Signature Skill (if it's not available in your game?)

Sorry for the necro, but doesn't Open Conduit solve the problem of Gloomstorm not providing enough rounds of free action weapon creation to make a TWF thrown weapon build viable?

That's a good idea. I have a trait that gives my +1 to hit on AoO right now; an extra +1 to trip instead is probably more useful.

Well then. I think I finally have my unarmed vicious stomping magus character.

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