Butterfly Sting partnered with Naginata: Too deadly?


Advice

RPG Superstar 2012 Top 32

Just for fun, I'm prepping a pair of PCs for a dungeon tomorrow. One is a wayang ninja wielding 2 keen kukri, the other is a nagaji samurai ronin with a naginata. The ninja has Butterfly Sting, which allows him to forgo a critical hit and grant it to his aly. The pair of keen kukri threaten on a 15-20, the naginata's crit multiplier is x4.

Is this too deadly? Both NPCs are also ghouls, so they have 2 racial HD + 7 class levels. The PCs are three 9th level characters: a drow warlock (my conversion), a tengu oracle of the winds, and a tiefling ranger/rogue/shadowdancer. They usually rely on stealth to avoid encounters, but they probably will encounter the ghoulish NPCs.


Nope. The feat does not say one person can build up multiple hits, and the rules on stacking effects from the same source should limit the naginata user to one crit from the other ghoul even if he crits more than once. they players should be able to pull this one out. Of course if they are less skilled than the average player that might be a factor.

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The less-skilled player is a constantly flying warlock artillery, so it shouldn't matter.

I'm not concerned about multiple crits per round, I'm worried about multiple crits per encounter. If the samurai is using vital strike, his crit does 5d8+92 (124?) if he is power attacking against the target of his challenge. Even a regular crit is 4d8+36 (54). YIKES!

I think I know what kind of team of PCs to make in the future, at least....


How is vital strike boosting crit damage that much? It is not even multiplied on critial hits.


wraithstrike wrote:
How is vital strike boosting crit damage that much? It is not even multiplied on critial hits.

Naginata is x4 Crit. So it becomes a 4d8 attack. Then add in the extra 1d8 from Vital Strike.

Erm, wait, I see what you mean. That's a big jump from 36 to 92...


Adventure Path Charter Subscriber
Odraude wrote:
wraithstrike wrote:
How is vital strike boosting crit damage that much? It is not even multiplied on critial hits.

Naginata is x4 Crit. So it becomes a 4d8 attack. Then add in the extra 1d8 from Vital Strike.

Erm, wait, I see what you mean. That's a big jump from 36 to 92...

It should be 5d8+72; 2 undead HD + 7 levels of samurai is +8 BAB, so Power Attack with a two-handed weapon is +9 damage, multiplied by 4 for a critical hit is +36, and 36 base critical damage +36 critical hit power attack = +72.

Not quite as bad as +92, but still -- OUCH.


Pathfinder Adventure Path Subscriber

The difference between 72 and 92 probably comes from a +5 modifier in STR x4 = 20.

The paladin of sarenrae in my group uses similar tactics, letting the inquisitor have his crits with butterlfy sting. It is a very efficient tactic, because one just concentrates on hitting and critting and the other on damage. The Paladin uses it efficiently versus non evil foes he can´t smite, he is still contributing this way.


I don't think this feat has ever not been used this way.

RPG Superstar 2012 Top 32

coyote6 wrote:
Odraude wrote:
wraithstrike wrote:
How is vital strike boosting crit damage that much? It is not even multiplied on critial hits.

Naginata is x4 Crit. So it becomes a 4d8 attack. Then add in the extra 1d8 from Vital Strike.

Erm, wait, I see what you mean. That's a big jump from 36 to 92...

It should be 5d8+72; 2 undead HD + 7 levels of samurai is +8 BAB, so Power Attack with a two-handed weapon is +9 damage, multiplied by 4 for a critical hit is +36, and 36 base critical damage +36 critical hit power attack = +72.

Not quite as bad as +92, but still -- OUCH.

The Samurai has 20 Str. +5 on a regular hit, +20 on a crit!!! :-O

Scarab Sages

Cheapy wrote:
I don't think this feat has ever not been used this way.

^this

Question: Do you both have the Outflank feat? Does your Ninja have Menacing Kukris? If not, then no, what you're doing isn't that bad. Good strategy, but that should be expected of players.

Heck, Cavalier is better at this idea than Samurai, just because he gets the Tactician ability that allows him to get Outflank for free and share it with his party. Or, for even more fun, pick a Holy Tactician Paladin for a permanent group Outflank.

Edit: Didn't realize they were enemy NPC's. Still, should be fine :P


1d8+5 (x4 crit)
power attacking it is 1d8+14
crit(x4) and power attack 4d8+56
Vital strike adds another 1d8 so we get 5d8+56

Scarab Sages

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If they samurai is using a Naginata, he gets +7 from a 20 strength (it's a 2-handed weapon, which means 1.5x Str.).


Know what's fun? By a strict reading of the feat, it would only pass on the critical if the critical was the last hit. Otherwise it would pass the critical on to the next ally to hit...which is yourself.


1d8+7
1d8+16 PA
4d8+64. It hurts, but it feels better than the other numbers.
5d8+64

Thanks Davor.


Maybe the samurai also has Weapon Specialisation? I believe samurai qualify for the feat, do they not? It would add another 8 damage to the critical, bringing it up to 5d8+72. And of course there is the challenge ability, too ...


I was just trying to reverse engineer the build. I think that is the missing piece.

I hope the players can avoid melee. If I had a 3 man group summoning monster would be something I would look into.


If you really want to take that tactic and crank it up to 11, observe the following feat.

Seize the Moment:
Prerequisite: Combat Reflexes, Improved Critical.

Benefit: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.

Long story short... Whatever gets in between two people using the Butterfly Sting tactic with this and a high dex, is going to die, fast.

Beyond that, it's easy enough to disrupt with battlefield control tactics...


Cheapy wrote:
Know what's fun? By a strict reading of the feat, it would only pass on the critical if the critical was the last hit. Otherwise it would pass the critical on to the next ally to hit...which is yourself.

Couldn't you just use Butterfly's Sting again, and just keep passing your own critical to yourself until you ran out of attacks? In other words, if you crit with your own first attack and use Butterfly's Sting and then hit with a later attack in the sequence, you could just use the feat again to keep passing it. I think that would work, even if you ruled that you coudl pass the crit to yourself.


Pathfinder Adventure Path Subscriber

Ally is always not yourself.


wraithstrike wrote:

1d8+7

1d8+16 PA
4d8+64. It hurts, but it feels better than the other numbers.
5d8+64

Thanks Davor.

you need to add the challenge dmg , 7 lvl so : 7x4=28

64+28 , we get his 92

RPG Superstar 2012 Top 32

Well, we had a role-playing heavy session today, so only one combat encounter. It was against an androsphinx-manticore hybrid with a collar of Quicken Spell, and it really challenged the party. It should have been CR 9, maybe 10 with the additional equipment and tail spikes, but the warlock and oracle both got into the negatives at one point. It WAS buffed with divine favor and got a couple quickened cure serious wounds off. I also changed it from cleric 6 to oracle 6 for spellcasting purposes.


Hayato Ken wrote:
Ally is always not yourself.

Not true.

Sean K Reynolds wrote:

Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

Source


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You are right, Mort. I would say though, that in this instance counting yourself as an ally to get the critical would make no sense. Although I could see a case made for choosing to count as that ally if you wanted. For example if you dual wield a high crit range weapon with a large crit multiplier weapon. That, then, would make sense (especially if no other ally of yours possesses this feat, or will be able to take advantage of this feat).

So I would see it as your next ally other than yourself, unless you choose to steal it from them instead. This would make sense, I think. It would also have a use for it without requiring another to take the feat, or a use for it for yourself. A very specific build type, but certainly feasible (and very cool).

I'm imagining a fighter wielding a keen scimitar and heavy pick.
Or, even better, a fighter wielding a keen rapier and a heavy pick.

You see, the rapier is just a foil.

Spoiler:
+10 internets to anyone who gets that joke.
+20 internets to anyone who laughs at that joke.


Quote:
Know what's fun? By a strict reading of the feat, it would only pass on the critical if the critical was the last hit. Otherwise it would pass the critical on to the next ally to hit...which is yourself.

There are plenty of ways to engineer this combo.

I suppose some wouldn't fly with certain GMs, like a readied action to take advantage of your buddies confirm, but even that I don't think is too far off the mark considering A)it's readied(heavy hitter waits/anticipates), and B)it's supposed to be coordinated(crit specialist gives a signal).

Pretty much I'd say working as intended.
If you find it to be outside what you're comfortable dealing with as a GM, then just ban it and be done. (or be mean and use it on your group to illustrate the point)


Mort the Cleverly Named wrote:
Hayato Ken wrote:
Ally is always not yourself.

Not true.

Sean K Reynolds wrote:

Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
Source

One such example of where it doesn't make sense is Gang Up.


Pathfinder Adventure Path Subscriber
Cheapy wrote:
Mort the Cleverly Named wrote:
Hayato Ken wrote:
Ally is always not yourself.

Not true.

Sean K Reynolds wrote:

Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
Source
One such example of where it doesn't make sense is Gang Up.

That´s exactly what i thought of.


so, to further break this feat, how would you rule it when your samurai character is a level 8 member of the Order of the Cockatrice? How does Steal Glory function with this feat by RAW?

Steal Glory (Ex): At 8th level, the cavalier can steal the glory from another creature's successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.

Is scoring a critical hit the first nat 20? the confirmation of said critical? or gaining the critical that your buddy technical rolled?


Is it fair to assume that the Samurai has taken Naginata for his Weapon Expertise choice? The +2 untyped bonus to confirm a crit stacks nicely with the +4 from the critical focus feat.


Assuming level 7 with 20 str and power attack..
7 Str
9 PA
7 Challenge
2 WSpec
=25x4=100 damage on crit

Yes, using butterfly sting with a naginata is too much. I understand you want to be totally awesome, but 1-shotting very mob and encounter will make things NOT fun for you and your DM. Not to mention the rest of the party will feel useless.

I've done it before and it wil super overkill. One character walks up, crits. The other walks up and kills the BBEG.

Sovereign Court

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Nigrescence wrote:


So I would see it as your next ally other than yourself, unless you choose to steal it from them instead. This would make sense, I think. It would also have a use for it without requiring another to take the feat, or a use for it for yourself. A very specific build type, but certainly feasible (and very cool).

I'm imagining a fighter wielding a keen scimitar and heavy pick.
Or, even better, a fighter wielding a keen rapier and a heavy pick.

You see, the rapier is just a foil.

It is entirely possible that one could apply this feat to, I don't know, a Magus? So that the 1d6+11 scimitar doesn't crit and the Intensified Empowered Shocking Grasp altered with a lesser Rod of Maximize from a Glove of Storing does. So we're looking at 142 + 2d6 + 1/2(20d6), or an average of 185 points of damage (29 slashing, 156 electricity).


Pathfinder Adventure Path Subscriber

While this is totally awesome, it totally sucks at the same time.

As a GM i had a barbarian who got buffed by a psion and a cleric on regular basis and the cleric had the freesom domain. I had to change the adventure that much, i gave every minion full double hp and it still was like a joke. Untill the BBEG, whose tower the babarian just tore down, because she hid inside the walls, made use of his willsave......

Anyway i think its not good to do too much damage on a regular base. While it´s technical possible, it changes the game and makes it difficult.

Scarab Sages

Artemis Moonstar wrote:

If you really want to take that tactic and crank it up to 11, observe the following feat.

** spoiler omitted **

Long story short... Whatever gets in between two people using the Butterfly Sting tactic with this and a high dex, is going to die, fast.

Beyond that, it's easy enough to disrupt with battlefield control tactics...

Since you already have combat reflexes, might as well take gang up.

Scarab Sages

Illeist wrote:
It is entirely possible that one could apply this feat to, I don't know, a Magus? So that the 1d6+11 scimitar doesn't crit and the Intensified Empowered Shocking Grasp altered with a lesser Rod of Maximize from a Glove of Storing does. So we're looking at 142 + 2d6 + 1/2(20d6), or an average of 185 points of damage (29 slashing, 156 electricity).

Except the Magus is already using spellstrike to deliver his shocking grasp though the scimitar. It is already getting the critical hit modifier.


dunebugg wrote:

but 1-shotting very mob and encounter will make things NOT fun for you and your DM. Not to mention the rest of the party will feel useless.

I've done it before and it wil super overkill. One character walks up, crits. The other walks up and kills the BBEG.

as far as I understood he IS the GM and those builds are for enemies the party will have to fight.


I think the advantage for the magus, assuming he can pass Butterfly Sting to himself, is that he could do all his normal attacks before casting the spell with the hopes one crits, THEN casts his crazy shocking grasp and spell strikes his target for a massive auto-crit. It gives up the multiple chances of landing the spell during the full attack (since he doesn't have the spell cast during his normal attacks) but gives him a much higher chance to crit with the spell when he does cast it. I don't think this was intended, though.


I think if you wanted to teach your party to stay out of melee this is the way to do it. You are gonna KO anyone you hit with this combo and probably kill the character in one hit. Maybe if they heard a rumor in town that there were a pair of super deadly gouls in this tower, that might prepare them ahead of time for this combat a little but if your players are like mine it wont matter, they're gonna test the waters a little by mixing it up melee style especially if they have a melee character. And they're gonna go down hard.

The Exchange

Since SmiloDan put the OP up back in March I for one would be interested to hear how the planned encounter played out in the end... SmiloDan? Comments?

Sovereign Court

Artanthos wrote:
Illeist wrote:
It is entirely possible that one could apply this feat to, I don't know, a Magus? So that the 1d6+11 scimitar doesn't crit and the Intensified Empowered Shocking Grasp altered with a lesser Rod of Maximize from a Glove of Storing does. So we're looking at 142 + 2d6 + 1/2(20d6), or an average of 185 points of damage (29 slashing, 156 electricity).
Except the Magus is already using spellstrike to deliver his shocking grasp though the scimitar. It is already getting the critical hit modifier.

...? Not sure I'm following you there. A spell's crit modifier is always x2, and spellstrike doesn't impact that.


Joegoat wrote:
I think if you wanted to teach your party to stay out of melee this is the way to do it. You are gonna KO anyone you hit with this combo and probably kill the character in one hit. Maybe if they heard a rumor in town that there were a pair of super deadly gouls in this tower, that might prepare them ahead of time for this combat a little but if your players are like mine it wont matter, they're gonna test the waters a little by mixing it up melee style especially if they have a melee character. And they're gonna go down hard.

Favorite thing about playing a Samurai? How the smile on the GMs face that develops after he rolls a crit fades when I tell him I'm using greater resolve to turn it into a regular hit.

Probably some advance warning for the PCs is in order.


Illeist wrote:
Artanthos wrote:
Illeist wrote:
It is entirely possible that one could apply this feat to, I don't know, a Magus? So that the 1d6+11 scimitar doesn't crit and the Intensified Empowered Shocking Grasp altered with a lesser Rod of Maximize from a Glove of Storing does. So we're looking at 142 + 2d6 + 1/2(20d6), or an average of 185 points of damage (29 slashing, 156 electricity).
Except the Magus is already using spellstrike to deliver his shocking grasp though the scimitar. It is already getting the critical hit modifier.
...? Not sure I'm following you there. A spell's crit modifier is always x2, and spellstrike doesn't impact that.

Looking at the numbers listed I'm not entirely sure what was meant, but with spellstrike a magus would use the weapon's crit range for his spell, but it would still "only" be x2 no matter what. Maybe there was some confusion there.

RPG Superstar 2012 Top 32

ProfPotts wrote:
Since SmiloDan put the OP up back in March I for one would be interested to hear how the planned encounter played out in the end... SmiloDan? Comments?

I actually had to cut them out of the adventure due to time constraints and a missing player. :-P

Also, and this is just my opinion, but I think the intent of the feat is to help another character get a crit, not help yourself crit with a different weapon. I think it's designed to promote teamwork and tactical coordination between allies.


That is most likely the intent. Designers tend not to be munchkins :p

The Exchange

SmiloDan wrote:
I actually had to cut them out of the adventure due to time constraints and a missing player. :-P

B-but... we're all interested now! Go and run some PCs through that encounter, quick, and report back the results! ;)

Yeah, as a GM I wouldn't let a PC hand-off a crit to himself with this Feat, especially as in the book (Faiths of Purity, page 24) it's preceded with...

'Much of a Desnan's combat prowess revolves around helping her allies work in concert and using mysterious knowledge to uncannily avoid blows.'

... so the intent is pretty clearly meant for this to be used to help a pal, not to go it alone. Unless an individual character needs help 'working in concert' with himself... and that would just be strange (not to mention sounding a little too much like a euphemism... 'You've been in there for hours! Are you working in concert with yourself again?!') ;)


SmiloDan wrote:


The PCs are three 9th level characters: a drow warlock (my conversion)

Unrelated to the conversation at hand: is there any chance we could see that? I'm about to start a game with a converted Warlock - but we haven't done the conversion yet. I'd absolutely love to see what you've come up with.

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My PCs moved to Sweden! :-O

WARLOCK

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Perception, Profession, Sense Motive, Spellcraft, Stealth, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Warlocks are proficient with all simple weapons. Warlocks are proficient in light armor, but not shields.

LEVEL ABILITY
1. Cantrips, Eldritch Blast 1d6, Invocations, Least Invocations
2. DR 1/cold iron, Dark Secret
3. Eldritch Blast 2d6, Fiendish Resilience 1
4. DR 2/cold iron, Dark Secret
5. Eldritch Blast 3d6, Energy Resistance 5
6. DR 3/cold iron, Dark Secret, Lesser Invocations
7. Eldritch Blast 4d6, Fiendish Resilience 2
8. DR 4/cold iron, Dark Secret
9. Eldritch Blast 5d6, Energy Resistance 10
10. DR 5/cold iron, Advanced Dark Secrets, Dark Secret
11. Eldritch Blast 6d6, Fiendish Resilience 3, Greater Invocations
12. DR 6/cold iron, Dark Secret
13. Eldritch Blast 7d6, Energy Resistance 15
14. DR 7/cold iron, Dark Secret
15. Eldritch Blast 8d6, Fiendish Resilience 4
16. DR 8/cold iron, Dark Invocations, Dark Secret
17. Eldritch Blast 9d6, Energy Resistance 20
18. DR 9/cold iron, Darkest Secrets, Dark Secret
19. Eldritch Blast 10d6, Fiendish Resilience 5
20. DR 10/cold iron, Dark Secret, Energy Immunity

Cantrips (Sp): At 1st level, the warlock learns three 0-level arcane spells from the sorcerer/wizard list. At 2nd level, 4th level, and 6th level, the warlock learns an additional 0-level arcane spell. He can use these cantrips at will as a spell-like ability.

Eldritch Blast (Sp): At 1st level, the warlock can project a beam of arcane energy as a standard action at will. It has a range of 60 feet and on a successful ranged touch attack, the eldritch blast causes 1d6 points of damage. At 3rd level, and every 2 levels thereafter, the damage from the eldritch blast increases by 1d6.
Invocations (Sp): At 1st level, the warlock learns how to use spell-like abilities called invocations. The warlock learns one invocation at 1st level, and learns an additional invocation at each level beyond 1st. At 1st level, the warlock can only select least invocations. At 6th level, warlocks can begin learning lesser invocations. At 11th level, warlocks can begin learning greater invocations. At 16th level, warlocks can learn dark invocations.
Beginning at 6th level, and every 2 levels thereafter, the warlock can trade out an invocation he knows for a different invocation he does not know. He cannot trade out invocations of the highest level he knows.

Damage Reduction (Ex): At 2nd level, the warlock gains DR/cold iron equal to half his class level.

Dark Secrets (Ex, Sp, or Su): At 2nd level, and every 2 levels thereafter, the warlock learns one of the following dark secrets.

Dark Secrets:

Ability Focus (Ex): Choose one invocation you can use. You increase the save DC of the selected invocation by +2. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Ambush Blast (Ex): If you move more than 10 feet in the round you use your eldritch blast, you add your warlock level to your damage rolls with the eldritch blast if your target is within 30 feet of you.

Deceive Item (Ex): You can take 10 when making Use Magic Device skill checks.

Empower Eldritch Blast (Ex): 3 times per day, you increase the damage of your eldritch blast by 50%

Empower Invocation (Ex): Select one invocation that you can use. 3 times per day, you increase all variable aspects of the selected invocation by 50%. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Enlarge Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the range of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extend Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the duration of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Class Skill (Ex): Select one skill that is not on your list of class skills. You add this skill to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different skill.

Extra Eldritch Essence Invocation (Sp): You learn 1 eldritch essence invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Eldritch Shape Invocation (Sp): You learn 1 eldritch shape invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Fearsome Blast (Ex): If you hit an opponent within 30 feet of you that is under the effects of a fear effect (shaken, frightened, panicked, or cowering), you add your warlock level to the damage your eldritch blast causes.

Forbidden Knowledge (Ex): Select 2 Knowledge skills that are not on your list of class skills. You add these two Knowledge skills to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to two new Knowledge skills.

Hex (Su): Select one hex from the list of witch’s hexes. You gain the ability to use the selected hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different hex.

Identify Item (Ex): You gain a bonus equal to your warlock level on Spellcraft checks made to identify magical items.

Imbue Item (Su): You can use your supernatural power to create magic items, even if you
do not know the spells required to make an item (although you must know the appropriate item creation feat). You can substitute a Use Magic Device check (DC 15 + spell level for
arcane spells or 25 + spell level for divine spells) in place of a required spell you don’t know or can’t cast. If the check succeeds, you can create the item as if you had cast the required spell. If it fails, you cannot complete the item. You do not expend gold piece costs for making the item; your progress is simply arrested. You cannot retry this Use Magic Device check for that spell until you gain a new level. You must have the Deceive Item dark secret before selecting this dark secret.

Medium Armor Invoking (Ex): You gain proficiency in Medium Armor and can use your eldritch blast and invocations while wearing Medium Armor with no chance of arcane spell failure.

Pocket Dimension (Su): You can open an inter-dimensional pocket that holds 10 pounds per level. Accessing the inter-dimensional pocket is a swift action, whether you are withdrawing an item from it or storing an item within it.

Potent Blast (Su): You add your Charisma modifier to your eldritch blast damage rolls and to your caster level checks to overcome spell resistance against the targets of your eldritch blast.

Ricochet Shot (Ex): You gain the ability to bounce your eldritch blast against a solid object and continue along its path to the end of its range or hits another solid object or creature.

Shielded Invoking (Ex): You gain proficiency in all shields (except tower shields) and can use your eldritch blast and invocations while using a shield with no chance of arcane spell failure.

Subtle Blast (Ex): When you successfully hit an opponent that is denied its Dexterity bonus to AC with you eldritch blast, you add your warlock level to the damage of your eldritch blast if your target is within 30 feet of you.

Fiendish Resilience (Su): At 3rd level, once per day as an immediate action, the warlock can enter a trance that grants him fast healing 1 for 20 rounds (2 minutes). At 7th level, and every 4 levels thereafter, the rate of this fast healing increases by 1.

Energy Resistance (Su): At 5th level, the warlock selects 2 of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy types. This energy resistance increases by 5 at levels 9, 13, and 17. At 20th level, the warlock becomes immune to the selected energy types.

Advanced Dark Secrets (Ex, Sp, or Su): At 10th level, the warlock gains the ability to select one of the following advanced dark secrets when selecting a dark secret.

Advanced Dark Secrets:

Additional Resilience (Su): The warlock can use his fiendish resiliency ability one additional time per day. This advanced dark secret can be chosen multiple times; each time it is selected, the warlock gains an additional use of his fiendish resiliency ability.

Advanced Ability Focus (Ex): Choose one invocation you have applied the ability focus dark secret to. You increase the save DC of the selected invocation by an additional +2, for a total of +4. This advanced dark secret can be chosen multiple times; its effects do not stack. Each time you select this advanced dark secret, it applies to a different invocation.

Advanced Hex (Su): Select one advanced hex from the list of witch’s hexes. You gain the ability to use the selected advanced hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different advanced hex.

Aligned Damage Reduction (Su): Your damage reduction improves. Select an alignment (chaotic, evil, good, or lawful) opposed to your own. Your damage reduction improves to cold iron and the selected alignment. For example, if you are chaotic good, you could select damage reduction cold iron and lawful or cold iron and evil.

Extra Energy Resistance (Ex): Select one of the following energy types that you do not currently have energy resistance in from the energy resistance warlock class feature: acid, cold, electricity, fire, or sonic. You gain energy resistance to the selected energy resistance equal to the energy resistance you gain from your energy resistance warlock class feature. You can select this dark secret up to 3 times; each time you select this dark secret, you select a different energy type.

Heavy Armor Invoking (Ex): You gain proficiency in Heavy Armor and can use your eldritch blast and invocations while wearing Heavy Armor with no chance of arcane spell failure. You must have the Medium Armor Invoking dark secret before selecting this advanced dark secret.

Hellfire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you add 2d6 points of damage to eldritch blast. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You may select this dark secret multiple times; each time you do, you increase the damage caused by 2d6 points of damage. You must be non-good to select this advanced dark secret.

Maximize Eldritch Blast (Ex): 3 times per day, your eldritch blast causes maximum damage.

Maximize Invocation (Ex): Select one invocation you can use. 3 times per day, all of its variable numeric values are maximized. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Piercing Blast (Sp): You increase the critical multiplier of your eldritch blast to x3.

Potent Invocations (Sp): You add your Charisma modifier to the DC of caster level checks to dispel your invocations.

Quicken Eldritch Blast (Ex): 3 times per day, you can use your eldritch blast as a swift action.

Quicken Invocation (Ex): Select one invocation you can use. 3 times per day, you can use the selected invocation as a swift action. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Reaching Eldritch Blast (Sp): 3 times per day, you can apply the effects of an invocation you know that has a range of touch to the target of your eldritch blast.

Slashing Blast (Sp): You increase the threat range of your eldritch blast to 18-20.

Soul fire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you can imbue your eldritch blast with holy energy. Against evil creatures, your eldritch blast does double damage and you add your Charisma modifier to your caster level checks to bypass spell resistance. When targeting good creatures, your eldritch blast heals damage. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You must be non-evil to select this advanced dark secret.

Supernatural Blast (Su): 3 times per day, you can use your eldritch blast a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural blast, and it disregards spell resistance.

Supernatural Invocation (Su): 3 times per day, you can use any invocation you know as a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural invocation, and it automatically bypasses spell resistance.

Twin Essences (Sp): You can apply two eldritch essences simultaneously to your eldritch blast.

Widen Invocation (Ex): Select an invocation you can use. 3 times per day, when you use the selected invocation, you double the area of effect of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Darkest Secrets (Ex, Sp, Su): At 18th level, the warlock gains the ability to select one of the following darkest secrets when selecting a dark secret.

Darkest Secrets:

Automatic Resilience (Su): Whenever your hit point total falls below character level, you gain fast healing 5 until your hit point total is half its normal maximum value.

Extra Invocation (Sp): You gain an additional invocation of any level you may select from normally.

Grand Hex (Su): You may select a grand hex from the list available to witches.

Intensified Eldritch Blast (Sp): 3 times per day, when you use your eldritch blast, it causes double maximum damage.

Sudden Blast (Sp): 3 times per day, you can use your eldritch blast as an immediate action.

Sudden Invocations (Sp): 3 times per day, you can use any single invocation you know as an immediate action.

Triple Essences (Sp): You can add 3 eldritch essences to your eldritch blast at the same time. You must have the Twin Essences advanced dark secret before selecting this darkest secret.

Blast Shape Invocations:

Least
1. Eldritch Spear (increase range to 250 feet)
2. Eldritch Glaive (attack as reach weapon)
3. Eldritch Shield (as immediate action, gain shield bonus to AC = EB dice for 1 round)
4. Eldritch Ward (cause eldritch blast damage to opponents that hit you in melee)
5. Hideous Blow (add eldritch blast damage to melee attack)

Lesser
1. Eldritch Barrier (create 10 foot square barrier, hardness = level, hit points = EB)
2. Eldritch Bolt (add to ranged attack, can affect multiple pieces of ammunition)
3. Eldritch Chain (1 additional target per 5 levels)
4. Eldritch Path (creatures entering squares you passed through take blast damage)
5. Eldritch Shroud (targets all adjacent opponents)

Greater
1. Eldritch Artillery (can make a number of eldritch blasts equal to iterative attacks)
2. Eldritch Cone (30 foot cone)
3. Eldritch Line (60 foot line)
4. Eldritch Pyre (creatures adjacent to target must make Reflex or take damage)
5. Eldritch Wall (creates wall with duration equal to half level in rounds)

Dark
1. Eldritch Cage (as force cage, does EB damage if pass through, half damage if 20 foot)
2. Eldritch Doom (20 foot radius, centered on warlock)
3. Eldritch Fist (as clenched fist, does blast damage)
4. Eldritch Pit (fall in extra-dimensional pit, take EB damage w/ no save or attack roll)
5. Eldritch Storm (number of vertical bolts within 120 feet equal to half level)

Essence Invocations:

Least

1. Disarming Blast (Reflex or target is disarmed)
2. Entangling Blast (Reflex Save or become entangled for 1 round)
3. Frightful Blast (Will Save or shaken)
4. Hammering Blast (does full damage to objects)
5. Illuminating Blast (Reflex save or dazzled and faerie fire for 1 minute)
6. Merciful (eldritch blast causes non-lethal damage)
7. Sickening Blast (Fort Save or sickened)
8. Thundering Blast (Fort Save or deafened 1 minute, does sonic damage)
9. Tripping Blast (Reflex or target is prone)
10. Unbalancing Blast (suffer -2 to Reflex saves and CMD for 1 round)

Lesser

1. Baneful Blast (+2d6 against creature type)
2. Beshadowed Blast (Fort Save or Blinded 1 round)
3. Bloody Blast (bleed damage equal to number of EB dice)
4. Brimstone Blast (Reflex or catch on fire)
5. Deteriorating Blast (Fort Save or -5 DR for 1 minute)
6. Ectoplasmic Blast (eldritch blast fully affects ethereal and incorporeal targets)
7. Hellrime Blast (Fort Save or -2 Dex and cold damage)
8. Obscuring Blast (Will Save or suffer 20% miss chance for 1 minute)
9. Quenching Blast (double damage vs. fire creatures, dispels fire magic)
10. Silencing Blast (Fort Save or silenced for 1 round)

Greater

1. Aligned Blast (+2d6 against selected alignment, negates alignment-based DR)
2. Bewitching Blast (Will or Confused 1 round)
3. Dispelling Blast (target is subjected to Dispel Magic)
4. Exhausting Blast (Fort Save or become exhausted, otherwise fatigued)
5. Hindering Blast (Will Save or Slowed 1 round)
6. Noxious Blast (Fort Save or nauseated 1 round)
7. Penetrating Blast (+4 on CL checks, -5 to SR for 1 minute)
8. Repelling Blast (Reflex Save or moved back 1d6 squares)
9. Vampiric Blast (+1 damage per level, gain as temporary hit points)
10. Vitriolic Blast (acid damage and no SR, does 2d6 damage for 1 rd/5 levels)

Dark

1. Anchoring Blast (target subjected to dimensional anchor effect for 1 minute)
2. Banishing Blast (banishes extraplanar target, randomly teleports planar natives)
3. Binding Blast (Will or stunned 1 round)
4. Grasping Blast (target grappled 1d4 rounds if CL + Cha check beats CMD)
5. Impure Blast (target suffers penalty equal to half your level on its next saving throw)
6. Necrotic Blast (animate as zombie if killed, cannot naturally heal, CL check to cure)
7. Panicking Blast (Will or panicked 1 minute)
8. Petrifying Blast (target takes 1d6 Dexterity damage, petrified when Dexterity is 0)
9. Utterdark Blast (Fort Save or 2 negative levels)
10. Vulnerability Blast (Fort Save or gain specified energy vulnerability for 1 minute)

Invocations

Least:

1. All-Seeing Eyes: As comprehend languages on written material, +6 bonus on Perception checks.
2. Baleful Utterance: Speak word of the Dark Speech and shatter objects as the shatter spell.
3. Breath of the Night: Create a fog cloud of darkness that fatigues all who enter it.
4. Call of the Beast: Speak with animals and influence their behavior by using warlock level as druid level when making wild empathy check, +6 on Handle Animal skill checks.
5. Commanding Presence: Gain +6 on Diplomacy and Intimidate checks, use command if you successfully change your target’s attitude.
6. Dark One’s Own Luck: Gain a luck bonus equal to your Charisma modifier on one type of saving throw.
7. Devil’s Sight Unseen: See normally in darkness and magical darkness, see invisibility.
8. Dread Chameleon: +6 to Disguise and Stealth checks, creatures that spot you must make a Will save or be shaken for 1 round.
9. Endure Exposure: Use endure elements as the spell; target gains immunity to your eldritch blast and area effect invocations.
10. Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
11. Foul Dreams: 1 creature must make a Will save or sleep for 1 minute per level, you can affect a total number of hit dice equal to your warlock level plus your Charisma modifier at a time, with creatures that have been asleep the longest waking up first if additional hit dice are affected; creatures are fatigued when they awake.
12. Otherworldly Whispers: Gain +6 bonus on Knowledge arcana, Knowledge planes, Knowledge religion, and Spellcraft checks.
13. Scalding Gust: Use gust of wind as the spell; any creature in area takes fire damage equal to your level.
14. Serpent’s Tongue: Gain the scent ability, +6 bonus on Bluff skill checks and on saves against poison, communicate two different messages at the same time.
15. Skeletal Claw: (CMB = CL + Cha, 1d6 if pinned, arm has AC: 10 + level, Hardness 6, 4 hit points per level. Move half speed for 1 round after escaping grapple.)
16. Soulreaving Aura: As reaving aura*, plus gain temporary hit points if nearby creature dies.
17. Spiderwalk: Gain spider climb as the spell and you are immune to webs.
18. Summon Swarm: Use summon swarm as the spell.
19. Swift Tumbler: Gain +6 bonus on Acrobatics and Fly checks, do not need a running start to long jump, +10 feet increase to land and flight speeds (does not give you a flight speed if you do not have one already).
20. Swimming the Styx: Gain swim speed equal to your base land speed and the ability to breathe water.

Lesser:

1. Charm: Cause a single creature within 60 feet to regard you as a friend if they fail a Will save, as if under the influence of a charm monster spell, for 1 day per level, but only affecting a single creature at a time.
2. Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.
3. Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
4. The Dead Walk: Create undead as the animate dead spell.
5. Disembodied Hand: Detach one of your hands and send it forth to manipulate objects or attack.
6. Dread Seizure: move half speed, -5 to attacks against non-adjacent targets
7. Enthralling Voice: Make nearby creatures fascinated if they fail a Will save, and their attitude towards you improves by one step.
8. Fell Flight: Gain a fly speed equal to your base land speed with good maneuverability.
9. Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
10. Frightful Presence: As a swift action taken whenever you attack or use your eldritch blast, make nearby creatures shaken for 10 minutes if they fail a Will save.
11. Hungry Darkness: Create shadows filled with a swarm of bats.
12. Ignore the Pyre: Gain energy resistance equal to twice your level.
13. Mask of Flesh: Touch attack may impose 1d6 Charisma penalty and transforms you to look like target.
14. Relentless Dispelling: targeted dispel magic, with additional targeted dispel magic the next turn.
15. Size Alteration: You can use enlarge person or reduce person on yourself
16. Voidsense: Gain blindsense 30 feet and benefit from the Blind Fight feat.
17. Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
18. Walk Unseen: Use invisibility (self only) as the spell.
19. Wall of Gloom: Use wall of gloom as the spell.
20. Witch Walker: Walk on water, become immune to being entangled, and ignore the speed reductions caused by difficult terrain.

Greater:

1. Aura of the Storm: Aura deals electricity damage to creatures that strike you in melee with natural weapons, unarmed strikes, and non-reach melee weapons..
2. Baleful Geas: A single creature becomes your servant, but slowly sickens and dies.
3. Caustic Mire: Acidic sludge slows progress, deals damage.
4. Chilling Fog: Create solid fog that deals cold damage.
5. Chilling Tentacles: Use black tentacles as the spell, and deal extra cold damage to creatures in the area.
6. Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
7. Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
8. Fearless: You are immune to fear.
9. Freedom of Motion: Freedom of movement and make CL check to bypass teleport blocks
10. Ghastly Toughness: Gain temporary hit points equal to your level multiplied by your Charisma modifier.
11: Hellspawned Grace: Transform into a hellcat for 1 round/2 warlock levels.
12: Necrotic Vitality: Negative energy heals you, and positive energy harms you, as if you were undead.
13: Nightmares Made Real: Create illusory terrain that damages foes and allows you to hide.
14: Painful Sleep of the Ages: Creature falls asleep, takes damage when awakened.
15. Sudden Shift: As an immediate action, teleport 5 feet per 2 warlock levels; if this is done in response to an attack, there is a 50% the attack misses.
16. Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
17. Terrifying Roar: Use fear as the spell; creatures shaken by effect can’t attack you.
18. Unwilling Shield: Subject shares wounds you suffer.
19. Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
20. Warlock’s Call: Use sending as the spell, but risk damage from recipient.

Dark:

1. Army of One: Create one or more duplicates of yourself, gaining one negative level for each body you have and splitting your hit point total between the copies made.
2. Astral Blockade: Creatures or objects cannot be summoned or teleport within 10 feet per level of you.
3. Caster’s Lament: Your touch can break enchantment, and you can counterspell.
4. Dark Discorporation: Become a swarm of bat-like shadows, gaining many benefits of the swarm subtype.
5. Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
6. Ghost Step: As a swift action, become incorporeal for 1 round.
7. Impenetrable Barrier: Opaque wall of force
8. Instill Vulnerability: Make target creature vulnerable to chosen energy type.
9. Mind Blank: Use mind blank on yourself.
10. Path of Shadow: Use shadow walk as the spell and speed up natural healing.
11. Perilous Veil: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.
12. Pythian Oracle: You gain blindsight with a range of 60 feet and can use greater scrying.
13. Rampart: You can use rampart at will, only one at a time.
14. Repulsive Ward: Creatures must make a Will save to approach within 10 feet of you.
15. Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
16. Steal Summoning: Take control of another caster's summoned monster.
17. Swift Haste: You can haste yourself for as a swift action for 1d4 rounds.
18. Telekinesis: You can use telekinesis at will.
19. Unveil the Truth: It takes 1 minute to cast this invocation. You gain the benefits of discern lies and true seeing, and others within 20 feet of you act as if within a zone of truth. You can dismiss this invocation as an immediate action and gain the benefits of a true strike spell
20. Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.
21. Youthful Vigor: You are immune to magical and mundane aging. You do not suffer the penalties for growing old, and negate any penalties that may have already been applied. You still gain ability increases for growing older.


That's spectacular! I'm going to forward this along to the player in question & GM. Very nice translation - it's going to take some time to poke through that.

Sorry about your players moving to Sweeden :/

RPG Superstar 2012 Top 32

It's OK. We can still PvP, even though they are like 6 or 8 hours ahead in Sweeeden.

Glad you like it.

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