Reducing the risk of Contact Other Plane?


Advice


Obviously, Contact Other Plane is supposed to be risky. But my character is a planar-obsessed divination wizard, and I just don't think I'd be doing him justice if I don't try to use it.

Is there any way to make it less risky? It seems like the options are (1) buffing intelligence checks and (2) allowing rerolls.

If I already have a headband, is there anything besides Good Hope that will help me buff my Int check?

And is there anything short of an 8th-level Fate subdomain cleric that would let me reroll a botched check?

Thanks in advance!


You could just find a cleric with the law domain and use the domain power they get at first level which lets you 'take 11'.


Unfortunately Touch of Law only lasts 1 round, and with a casting time of 10 minutes I don't think my GM would allow me to use it that way. (For example, he also doesn't allow that ability to be used for crafting checks.)


Fortune Hex and constant cackling by the local witch-for-hire would give a roll twice and take the best.

the Guidance cantrip is an option as well. only lasts 1 min/level but can be spammed by the cackling witch as needed. Alternately an assistant with 10 potions of guidance preloaded into tiny injection spears could do the job in a more painful and more comedic manner.

Embrace Destiny would also be good for an effective reroll. Diviners fortune might help as well.


I considered Fortune/Cackle but my GM would probably rule that the distraction would make it impossible to cast the spell.

Guidance doesn't apply to ability checks, unfortunately.

Embrace Destiny is personal and only lasts for rounds/level, so it could never last the required 10 minutes.

Diviner's Fortune also only lasts one round - I don't think my GM would let this fly.

I have found a couple more ways to boost, though: until I get a +6 headband, I can have our alchemist give me an Amplify Elixir infusion on a Fox's Cunning potion.

A Stone of Good Luck can also give me a +1.

I also realize the entire endeavor is less risky than I initially thought - a nat 1 doesn't auto-fail an ability check, so with 26 Int I can contact at least the Astral Plane with no chance of failure.


Breakthrough! If I take Defiant Luck -> Inexplicable Luck I can add a +8(!!!) to my Int check every day!

That's enough to chat with a greater deity daily with no failure chance.


Cackle works in a silenced area. Just saying.

But you are right on guidance. I must now change how I have been playing. Thank you.


Poor Wandering One wrote:

Cackle works in a silenced area. Just saying.

But you are right on guidance. I must now change how I have been playing. Thank you.

I will have to find the FAQ, but Cackle doesn't funciton in a silenced area.

Edit:
FAQ

Quote:


Witch, Cackle Hex: Does my character literally have to cackle madly when I use this hex, or is that just flavor text?

Your character actually has to cackle—probably in a strong voice, akin to the volume and clarity necessary for verbal spell components.

Edit 7/19/13:
If the witch is in a silence effect, she can't use the cackle hex.
If the target is in a silence effect, it is unaffected by the cackle.
This may require some clarifying text in the next printing of the Advanced Player's Guide.

—Pathfinder Design Team, 06/06/13


Well fine....*^%^^%%^_ design team.

You could always have deafness potion handy. You get a 20% spell failure on the contact spell unless you can silent spell it, but you are no longer distracted.

Having a remove deafness potion handy would be an added expense though.

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