Enchantment advice


Shattered Star

Sovereign Court

My group is half(ish) way through the second module. I'm a player, not GM so no spoilers please!

I'm playing a Varisian cartomancer witch 5/harrower 1 (essentially a harrow themed PC). The rest of the party is melee heavy (ranger,rogue,fighter) and she's the only caster. Her go to abilities are the slumber hex and some enchantment spells, but the number of times that enchantment spells are useless in a fight is quite high. I've had to resort to using more summons/heals/buffs to be useful in many fights than I had anticipated (edit: I know I need other spells prepped, but seriously underestimated). The first module was particularly bad about enchantments being useless, making greater spell focus in enchantment seem like a bit of a waste. So I'm wondering if it gets better or whether enchantments should be more of a backup.


Without spoilering anything, enchantments are not going to be of much value asides from the buffing ones: heroism, greater heroism and the like. Those enchantment spells WILL pay dividends in spades.

There are some scenes where they could come in handy, but I wouldn't worry about it overmuch with your currently melee-heavy party. You're going to have your work cut out for you just keeping the rest of them alive and reasonably free of nasties.

Sovereign Court

Thanks Turin!

When we next return to civilization I'll make a point of picking up more buff/debuff remover spells ... or maybe wands if she can afford them.


I suggest using your hexes as your primary debuff method. You're pulling double-duty as the band-aid and buff provider, so you'll want all of the spells that you can stuff into your familiar that you can get your grubby paws on.

Anything that gives you spell slot recollection, scrolls and wands, with a few potions for your comrades to pour down your throat if things go pear-shaped will be a great boon to the group.

Sovereign Court

Already doing the potions thing (assuming my group remembers). I have something like 6 wands at the moment. Is there anything besides wrist sheathes for holding wands?

Oddly enough there hasn't been any scrolls as treasure I can recall. Granted we skip some fights/make others tougher/level up as the story demands. The upside to this is that buff wands will last much longer with fewer fights.


Adventurer's sashes come to mind, or bandoliers, for holding stuff in easy-to-get positions on the cheap.

I like adventurer's sashes for easy-to-deploy-lots-of-grenades / alchemist's fire tactics in addition to the obvious storage capability. Move action to release, standard to throw, detonates on impact. There are several items that 'detonate' on impact, making six or seven of them going off simultaneously quite effective, if a bit pricey unless you can craft your own.

Scrolls you might have to pick up the Scribe Scroll feat depending on how far you've mapped your feat selections out. Certain "recovery" spells warrant scrolls securely stored for in-between-fight use, such as break enchantment, lesser restoration and hours-long duration spells such as delay poison and the like. These can free up your prepared slots for in-combat "recovery" and shorter duration "buff" spells.

Magic items-wise, a pair of gloves of reconnaissance are a VERY cost-effective form of magical snooping. Have the group get several pairs of them and fork them over to the trapfinder and perhaps another character with a high Perception bonus.

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