Best use of "Fate's Favored" Faith Trait


Advice

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Fate's Favored seems like a potentially really useful trait. I'm trying to figure out what race/class combo feeds it best.

I figured halfling priest (Desna or other Luck Domain God) would be the best, but that doesn't seem to be the case, since the combination grants Racial bonuses and re-rolls, not luck bonuses.

Archaeologist bards make a LOT of use of luck bonuses... I just think that there is a way to either do better or make an archaeologist even better.

Thoughts?

Liberty's Edge

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A halfling buddy with Blundering Defense provides a luck bonus to AC! Also, the Jingasta of the Fortunate Soldier provides a luck bonus to AC, and lets you negate an enemy crit against you once a day, AND is relatively cheap.

I'm a helper.


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Combine it with an alternate racial trait of the half orc. Sacred Tatto.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

So, you have a constant +1 luck bonus on all saves. Fate's favored bumps that up to +2. It's the equal of 3 feats from using two traits.

Also, if Divine Favor is cast upon you it is +2 attack and +2 damage right at level 1 as DF is a luck bonus.

All I can think of for luck bonus's at his time.

Dark Archive

Aasimar Archaeologist Bard, put favoured class bonus into boosting your Luck ability along with fates favoured and enjoy ridiculous bonuses to everything.

Grand Lodge

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Destined Bloodline:
Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.

Variant Channeling:
Luck: Heal: Creatures gain a channel bonus or a luck bonus (creature's choice) on one roll (attack roll, CMB check, saving throw, or skill check) made before the end of your next turn. Harm: Creatures take a channel penalty on all d20 rolls until the end of your next turn.

Blundering Defense feat:
Benefit: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.

Trapwarding enchantment:
A suit of trapwarding armor helps to protect the wearer against all manner of traps. The wearer of a suit of trapwarding armor gains a luck bonus on all saving throws against traps equal to the armor’s enhancement bonus.

Dueling(PSFG) enchantment:
A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.

Luck Blade:
This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it’s worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.

Wait for more...

Grand Lodge

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Lot of items, so...:
Cloak of Arachnida, Dragonbone Divination Sticks, Gunfighter's Poncho, Cassock of the Black Monk, Amulet of Bullet Protection, Terra-Cotta Talisman, Gunman's Duster, Jingasa of the Fortunate Soldier, Propitious Metumbe, Rhombocrystal, Robe of Stars, Shackles Ensign, Stone of Good Luck, Swallowtail Bracers, Swarmlord's Jar, Symbol of Luck, Trapspringer's Gloves.

Special mention,
Headband of Fortune's Favor:
This multicolored headband with beaded tassels tips luck in the wearer’s favor. The wearer gains a +1 luck bonus on saving throws.

Any effect that gives the wearer a luck bonus (such as a divine favor or prayer spell) or explicitly increases the wearer’s good luck (such as a witch’s fortune hex, the Luck domain’s bit of luck domain power, and so on) lasts for 1 round longer than normal on the wearer. Abilities without a time-based duration (such as carrying a stone of good luck) are unaffected by the headband.

Grand Lodge

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10th level Shadowdancer gets a +2 luck bonus on all saving throws.

Spherewalker has Divine Luck:
Divine Luck (Su): At 4th level, a spherewalker can add a luck bonus equal to her class level on an attack roll, skill check, or saving throw a number of times per day equal to her Charisma modifier (minimum 1/day). She may add this bonus after she has rolled but before she knows if the unmodified result is a success or failure.


Wow. So archaeologist is probably the best class but half-orc for race. I see aasimar as a race to accentuate archaeologist, so maybe greater than half-orc in this regard.

BBT, have you looked into this before or do you just research extra well?

Sczarni

I statted up a Half-orc Inquisitor for PFS that will have Fate's Favored. The bonus to saves from Sacred Tattoo and the attack/damage from Divine Favor were enough of a reason for me. I'll have to look into that equipment list BBT posted.

Sczarni

Keep in mind, luck bonuses do not stack. Many of the item will prove redundant.


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Akinra wrote:
Keep in mind, luck bonuses do not stack. Many of the item will prove redundant.

This is important.

The best class is archaeologist because the bonus applies to attacks, damage, saves and skills. However the bonus does not stack with a racial luck bonus to any of these.

The Aasimar racial bonus cannot take the bonus beyond the class maximum (but seeing as virtually no games are played at ultra high level that is largely a moot point, but one to be aware of).

Of major note however are the Master Performer and Grand Master Performer feats from the faction guide (which boost bardic performance bonuses by +1 and +2 respectively). SO because of prerequite feats to qualify (extra performance) a human archaeologist could take Master Performer at 1st level and with Fate's Favoured have a +3 bonus from Archaeologist's Luck onto attacks, damage, saves and skills for their performance duration/day.

Having played this at low levels I can tell you it is massive and at higher with lingering performance and grand master performer you can be your levelled Archaeologist Luck bonus +3, so it stays important for a long time.


I'm not sure how Kithrodaen (spelling?) stuff works. This would probably be for PFS, and I'm not sure about the rules with TPA (at all, really, but...) with regards to Society play. I'll check the additional resources, though, since flat bonuses are certainly sweet!

Sczarni

Pretty sure it's not legal in PFS. Although I can't find it right now.

Edit: Ah, yes, thought so. Master Performer and Grand Master Performer are not legal.


Nefreet wrote:

Pretty sure it's not legal in PFS. Although I can't find it right now.

Edit: Ah, yes, thought so. Master Performer and Grand Master Performer are not legal.

would that mean that an aasimar has the highest potential in PFS? I ask because I thought of doing this in an upcoming run and I need to know before I mess up.


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Aasimar Archeologist + Fate's Favored is pure win.

It breaks down like this:

From 1-3: +2
From 4-7: +3
From 8-11: +4
From 12 up: +5

Swift action, applies to attack, weapon damage, saves, skills.

The restrictive nature of Archeologist's Luck is that it only is useable 4+ Cha mod rounds per day.

You can however take Lingering Performance, which tacks on 2 rnds to the end of a performance... so activate and burn 1 round for 3 rounds of effect. More or less triples your duration per day. If that isn't enough, take Extra Performance for another 6 rounds, or effectively with Lingering, an extra 18 rounds. That should get you through the day.

Scarab Sages

Wait, Blundering Defense can affect the halfling as well?I tthought that it only affected allies that are adjacent to the halfling.


Problem with the archaeologist is he has to turn the bonus on. He doesn't get it flat footed, when a trap goes off, for prolonged exposure effects, etc.

I like the half-orc version for this reason. I went with a UMD using barbarian spamming wand of divine favor. Saves are always +2, and attacks are +2 when I need them, usually. I also plan on the Jingasa for +2 AC. Can't say fate's favored was the core of this build, but it's certainly very nice to have, makes UMD much more valuable to me. Had to give up Orc Ferocity for the Sacred Tattoo, but I figured in the long run +2 to all saves is much better than Orc Ferocity.

Half-orc inquisitor that casts his own divine favor would be nice, too, especially at 6th/9th levels, etc., when you'll be +3 and +4 to attack and damage. And even better once you're able to Quicken the divine favor and use it immediately.

Don't know the archaeologist archetype that well, so can't say if it's fun to play, or will really make much use out of an extra +1 to attack, damage, saves, and skill checks when he's performing for himself. Guess I don't really think of bards as primary damage dealers. And a constant +2 to saves is just better than +2 to all that only when you're performing, I think.

Best use of Fate's Favored? Take your pick/choose your flavor I guess.


The Archaeologist WOULD have his bonus active if he was attempting to disarm a trap and had used his 'luck' as a skill bonus. The times when it is not active (after you have lingering performance) are few and far between. Certainly more often than a wand spamming of Divine Favour - also it affects more things, doesn't require a skill roll and is free.


Well, at 3rd level my barbarian has +7 UMD, so he's got a 40% chance of success, and can use the wand on average 8 times per day before it jams. And he starts tapping himself with it at the first sign of danger, or has the party wait before going though the door we know trouble is lurking behind until I get my wand to work. Or I just let the party divine tap me with it. In the scenarios I've played, it's been active in about 80% of the encounters before fighting starts.

Yeah, it costs me 1/25 of a prestige point each time I use it, while the bard has a renewable resource, but I can handle that. I use it about 4 times a scenario, so that's only about 8% of the prestige I earn per scenario (generously assuming an average of 2.)

I'm not saying the barbarian with UMD is better than the archaeologist, but I'd probably also say the barbarian is no worse of a use of fate's favored than the bard. And I'd say the Inquisitor is the best use. But as I said, I really like the constant extra +1 to saves above what the half-orc gets with sacred tattoo.

Dark Archive

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The Archaeologist makes really good use of it when he multiclasses to something with a lot of attacks, such as an archer, TWF or natural attack using Ranger for example. The more attacks you have the better +2 to hit and damage on each becomes, and it's well worth a single level dip.

For example a half orc Archaeologist Bard 1, Ranger 2+ with natural weapon style is amazing with fates favoured. Sacred tattoo gets him +2 to saves always, by level 2 he has a bite (racial trait) and 2 claws (natural combat style - aspect of the beast), these are all at full BAB and get the +2 on each of them. As an added bonus he can always roll Knowledge checks even unskilled and with lingering performance will have Luck up pretty much every fight, for added synergy it works very well with the Dragon Disciple prestige class as added strength is worth a lot, or a 2 level Barbarian dip for Lesser Fiend Totem and a gore attack (which again benefits from full BAB and the +2 from Luck).


Okay, that's the best use of fate's favored! Might have to GM credit that to 3rd and start playing it!


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sorry for the thread necro...
Suthainn: You can't get both toothy and sacred tatoo (both are alternate traits replacing Orc ferocity)

The Razortusk feat gives a secondary bite attack @ -5 to hit, so there's that yeah.

½Orc Archaeologist bard 1/Barbarian 2( suggested: invulnerable rager/urban barbarian)

sacred tatoo, shaman's apprentice (free endurance feat)
trait(s) Fate's favoured + Defensive strategist (if possible)
1st lvl feat Die-hard
3rd lvl feat extra rage power (Lesser beast totem)
Rage power (from barbarian 2) (superstition)

Effing hard to kill (die-hard ---> deathless initiate line)

+4 to all saving throws at all times (+2 morale +2 luck)

2 primary natural attacks

archaeologist luck bonus when needed

(if not going for deathless initiate line, you could free up a feat and go for other nifty stuff)

Grand Lodge RPG Superstar 2012 Top 32

My melee cleric in PFS has Fate's Favored. It boosts the AC bonus he gets from his jingasa of the fortunate soldier while also increasing the attack and damage boost from the divine favor he casts at the beginning of most combats. So all in all, the trait gives him +1 to attacks, damage, and AC (at the cost of spell slots, actions, 5,000gp, and his head slot).

Dark Archive

Well spotted Daedalus! Though instead of the Razortusk feat I would always suggest the Tusked trait instead, exactly the same mechanically but only costs a trait instead of a feat.


Suthainn wrote:

The Archaeologist makes really good use of it when he multiclasses to something with a lot of attacks, such as an archer, TWF or natural attack using Ranger for example. The more attacks you have the better +2 to hit and damage on each becomes, and it's well worth a single level dip.

For example a half orc Archaeologist Bard 1, Ranger 2+ with natural weapon style is amazing with fates favoured. Sacred tattoo gets him +2 to saves always, by level 2 he has a bite (racial trait) and 2 claws (natural combat style - aspect of the beast), these are all at full BAB and get the +2 on each of them. As an added bonus he can always roll Knowledge checks even unskilled and with lingering performance will have Luck up pretty much every fight, for added synergy it works very well with the Dragon Disciple prestige class as added strength is worth a lot, or a 2 level Barbarian dip for Lesser Fiend Totem and a gore attack (which again benefits from full BAB and the +2 from Luck).

Oh, that might actually be the best use of that luck (not sure if I'd go witht hat style and race choice, but the idea of maxing your number of attacks does appeal to me).

My first impulse was to put the multiclass idea on your generic superstitious human barbarian build. It improves all of the things that people go to that build for (ridiculous saves and damage). Because they were not DPR tanks already, right? And you could hardly say that the need to activate the luck is much of a problem, since people find superstition amazing even if it does need to be activated.

There is also the added benefit if you are playing an intimidation build. Try to keep yourself from being demoralized by that, eh?

Scarab Sages

Suthainn wrote:
Well spotted Daedalus! Though instead of the Razortusk feat I would always suggest the Tusked trait instead, exactly the same mechanically but only costs a trait instead of a feat.

As Daedalus said, the Tusked trait locks out Sacred Tattoo, which is a +2 to all saves with Fates Favored.

Dark Archive

Imbicatus wrote:
Suthainn wrote:
Well spotted Daedalus! Though instead of the Razortusk feat I would always suggest the Tusked trait instead, exactly the same mechanically but only costs a trait instead of a feat.
As Daedalus said, the Tusked trait locks out Sacred Tattoo, which is a +2 to all saves with Fates Favored.

Nope, you're thinking of the Toothy race option which swaps for Orc Ferocity. I am talking about the Tusked racial trait from Orcs of Golarion which works similarly to the Razortusk feat.

Quote:
Toothy Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Quote:
Tusked Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.
Quote:
Razortusk You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.

Silver Crusade

Jiggy wrote:
My melee cleric in PFS has Fate's Favored. It boosts the AC bonus he gets from his jingasa of the fortunate soldier while also increasing the attack and damage boost from the divine favor he casts at the beginning of most combats. So all in all, the trait gives him +1 to attacks, damage, and AC (at the cost of spell slots, actions, 5,000gp, and his head slot).

My PFS melee Cleric has the same setup. Also took the trait Magical Lineage (Divine Favor) for quickened +4 +4 Divine Favor (as a 4th level spell) at level 9. Jiggy, we obviously think in the same gutters.

Shadow Lodge

Only one brief mention of Prayer + Fate's Favored?

+2 Attack
+2 Damage
+2 Saves
+2 Skill Checks
AND
+1 (all of the above) to allies 40' burst
-1 (all of the above) to enemies 40' burst; no save.

That's one of the best buffs that a divine caster/combat character can cast.

Silver Crusade

Prayer is a great (de)buff. Thanks for pointing it out. Best of all, it stacks with Inspire Courage.


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Warpriest could be an option as well, they can use their fervor ability to self buff as a swift action to cast divine favor. That is what I am trying next for PFS anyway.
Overall archeologists are probably the best with it as their luck bonus applies to the most , they are also pretty great without the trait.


halfling archaeologist bard or (any race) destined bloodline bloodrager would be my first guesses.


Suthainn wrote:
Imbicatus wrote:
Suthainn wrote:
Well spotted Daedalus! Though instead of the Razortusk feat I would always suggest the Tusked trait instead, exactly the same mechanically but only costs a trait instead of a feat.
As Daedalus said, the Tusked trait locks out Sacred Tattoo, which is a +2 to all saves with Fates Favored.

Nope, you're thinking of the Toothy race option which swaps for Orc Ferocity. I am talking about the Tusked racial trait from Orcs of Golarion which works similarly to the Razortusk feat.

Quote:
Toothy Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Quote:
Tusked Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.
Quote:
Razortusk You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.

I don't have that supplement unfortunately, and I use the SRD, can't find that particular trait.. But yeah, if you can get a bite attack through a trait, then you're golden.

Archaeologist Bard 1 / Barbarian 2 (take your fav archetype(s))
Superstition rage power + sacred tatoo (fortune's favoured)

fort: +3 +2 +2 = +7 (before stats)
ref: +2 +2 +2 = +6 (before stats)
will +2 +2 +2 = +6 (before stats)

That's very very nice @ lvl 3

Lingering Performance @ lvl 1
Extra Rage power @ lvl 3 for 2 claws

Tusked for bite attack

3 natural attacks (2 full BaB 1 @ -5 BaB)

2 BaB + 2 (luck bonus) + str bonus.

Give the build Eldritch Heritage (Orc) enjoy (@lvl 17) Large size +12 Str and more....

Prereqs:

½orc
at least 11 starting Charisma (for eldritch heritage line)

If not going for natural attack build, just do the 2 lvl barbarian dip for superstition, Get Magical Knack trait and enjoy.. This will also free up a feat. (get craft wondrous item and a +2 cha headband then 1 lvl bard and 1 lvl tactician fighter for skill focus and first eldritch heritage feat @ lvl 5) Then start Dragon Disciple progression or something like that ;)

In short...
Fate's Favoured is very strong on a ½orc and/or archaeologist bard dips.

I don't know about the new advanced classes, but there might be cheese to be had there as well.


Destined Bloodrager wouldn't be bad, but Archaeologist is still the best, I think.

If you pair it up with a natural-attack build like a half-orc or tiefling shapeshifter ranger 2+ or tengu...anything, you can really get some bang for your buck. You could throw in barbarian for lesser fiend totem, too, to really kick it up a notch.

Dark Archive

Half-Orc with Jigsawa and good fortune that is either a Warpriest (swift-action Divine Favor a lot) or Archeologist. +1 extra to saves, AC, attack. Luckstones can get it to skills, but that takes a long time to save for.


The Jingasa is a must-have for a Fate's Favored character. I like half-orc (so you can keep that +2 to saves at all times), but archaeologist covers saves, so you'd be double-dipping (not stacking) the bonus to saves.

I'll look into warpriest, though. That could end up pretty mean!


I hesitate to build a character around this trait, on theory that there is an errata looming in the dark and unforeseeable future (actually, it's pretty forseeable).


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Nah, it doesn't primarily benefit martials, should be fine.

Scarab Sages

It's not like any of those luck bonuses cease to be good without Fate's Favored, and all it does is add an extra +1 on top of it. I don't see how it can be nerfed via errata and still provide any benefit at all. I could see it banned for PFS play, but in that case you would get a free retain to another trait, which wouldn't make the character unplayable.

Dark Archive

Fate's Favored needs an errata; many characters would actually take this as a feat. Half-Orcs alone get +1 permanent to all saves (a decent feat on itself), and throw in a Jigsawa and Divine Favor and life becomes awesome.

WarPriest of Desna is very flavorful though (what I am playing right now actually). It gives you Freedom of Movement "on tap" (3 + 1/2 warpriest level rounds / day), which is pretty insane in itself. Desna's favored weapon is also the Star Knife, which doubles as both a melee and a throwing weapon (which warpriest in turn makes do meaningful damage).

Here's my 3rd level Half-Orc Warpriest of Desna:

Str: 18
Int: 7
Wis: 14
Dex: 14
Con: 12
Chr: 12

AC: 21
Good, Liberation Blessings
Traits: Fate's Favored, Defender of the Society
Fort: +6 Ref: +5 Will: +7
1) Weapon Focus (Lucern Hammer), Combat Reflexes
3) Power Attack, Furious Focus
Spells: 4x Divine Favor (keep cure light wounds, pro evil, and more divine favors in wands)

Attack (Divine Favor usually up): +10 to hit for d12+11 (+8 for d12+9 without Divine Favor).

No magic items yet (Masterwork Full Plate and Masterwork Lucern Hammer; saving for Jigsawa and +2 Str item once I have enough PP).

Silver Crusade

Defender of the Society is not technically legal for a warpriest currently because warpriests do not actually count as fighters for the purpose of traits, feats, and other mechanical benefits unless the class write-up says they do.

(If they added something to each of the ACG classes in the latest release stating that they count as both of their base classes, please ignore this post.)

Dark Archive

I've heard both sides; I can switch it out to be safe (never want to cheat); but don't War Priests count as fighters for purposes of legal feats?

Grand Lodge RPG Superstar 2012 Top 32

Thalin wrote:
don't War Priests count as fighters for purposes of legal feats?

Well, what does your documentation say? If it says they do, they do. If it doesn't, they don't.

Silver Crusade

I just did a quick skim through the warpriest write-up, and nothing in there says they count as fighters for the purpose of traits, feats, or any other mechanical benefit. I agree that it makes 100% sense that they should, and I wouldn't be surprised to see something in the actual ACG book stating that all ACG classes count as both of their base classes for the purpose of traits, feats, and other mechanical benefits, when the book is finally released.

Dark Archive

Ah, that is brawler ONLY that was made to qualify for feats based on class.

Sad face; also puts weapon spec @ 5 out the door :). Not too big of a deal, but will miss the 1 AC. Will correct.

Grand Lodge

Not being able to take Fighter levels, and not counting as a Fighter, is the only thing I really don't like about the Warpriest class.

Scarab Sages

blackbloodtroll wrote:
Not being able to take Fighter levels, and not counting as a Fighter, is the only thing I really don't like about the Warpriest class.

True, but you can take Martial Artist levels, and those count as Fighter Levels if you use unarmed strikes or monk weapons.

The Exchange

Farg here gets the most out of Fate's Favored as he's a single class Archaeologist with 3 natural attacks from level 1 thanks to the Adopted tusked trait and maw or claw. Also the Tiefling Heritage with +2 to STR and CHA as well as bonuses to perception and Disable Device is just perfect for the role. Also fully PFS legal.

Also if Warpriest stays as is it should be top notch for fates favored as it can swift action cast divine favor as level 2.

Edit: BtW Tusked is from Orcs of Gollarion. Also mother's teeth is another option.

Silver Crusade

blackbloodtroll wrote:
Not being able to take Fighter levels, and not counting as a Fighter, is the only thing I really don't like about the Warpriest class.

I have a feeling when the book goes to press, it's going to have a clause that each level in a hybrid class counts as a level in both of the parent classes. I only think this because you aren't allowed to multi-class with the parent class.

Grand Lodge

Farg wrote:

Also if Warpriest stays as is it should be top notch for fates favored as it can swift action cast divine favor as level 2.

How do they do that?

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