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A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.
Looking at this I found a couple of interesting implications I was curious what others thought about. By itself fascinate looks weak, but in context I wonder if it's stronger many folks give it credit for.
Firstly by definition any creature fascinated focuses on the effect. Meaning by definition they are not focusing on anything not the effect - this is one of the few cases where facing in pathfinder becomes existent & relevant. If the effect is on the side of the room (like a symbol of distraction on a lit fireplace rather than in the center of the room), the fascinated creature effectively is to the presence of other creatures granting them effective invisibility while the creature is fascinated. The -4 perception still applies to detect the presence of creatures around them and could potentially impact touch attacks to the back but right now I’m just thinking a creature comes in to the room, sees the party fascinated, does a couple jumps of joy and walks out. They party could potentially know someone was there, but would lack any sort of description because they were focused at the fascinating fire.
The next interesting interaction comes something approaching. We need to distinguish from no threat, potential threat and an obvious threat. The no threat creatures and actions do not allow a second save. In our fireplace example where the party is already fascinated, a couple in love could open the door, see the party in there staring at the fascinate fire at the local tavern fireplace, produce a bear-skin-rug laying it in front of the fire place, enjoy each others company, toss a log on the fire, remove the rug and shut the door behind themselves and that would not trigger anything for the party. None of the creatures were hostile or did any acts that imperiled the party at all.
Now take the same scenario and have one of the creatures be a succubus. Either it reveals it's form mid-enjoyment or at the door when it approaches and now the fascinate condition asks us to determine if the creature approaching is hostile or not – to help us determine if the PCs get a second save. This is where context and nuance matters a ton here because hostility can be one-sided. For example, the party members likely have hostile intent towards the demon, but the demon might not be hostile to the party – it might simply be ambivalent to their presence. The party will likely argue they should get a second save, but the wording cares about the approaching creature’s hostility (not the fascinated creatures). If the creature later decides it doesn’t like the party because it doesn’t like the holy symbol someone is wearing after close examination then a second save might make sense. But in general so long as it’s not hostile the most evil of evil can approach and do non-threatening things.
Players might try to argue they perceive threats by being interacted with in any way (for example trying to be pick-pocketed or having their shoe-laces tied, or have water poured over their heads or have their hair mussed), so enjoy their contortioned reasoning or simply stick to interacting with the environment around the PCs. Pay attention to context - where the fascinate effect occurred will likely influence things. If it’s out in the middle of a ruin then super mundane things might be threatening, but if it’s in the middle of a safe town the same action might not be interpreted as threatening. What things look like also matters a ton here if something is threatening or not, so use illusions and items that are indirect. For example tossing a log on the fire is generally not threatening, but a log that’s been treated to release an invisible poison could be actually harmful but not present a potential threat. A log on the fire that generates tons of smoke presents a clear perceived threat even though it’s less dangerous.
The last and final but most oft-abused clause is the obvious threat. Drawing a weapon, aiming a ranged weapon, casting a spell are examples – so things that are clear and unambiguous signs danger is about to happen. However this is where casting invisibility on a weapon is interesting. It makes what was obviously threatening potentially threatening because the tool being used is not obvious (it’s invisible). Interestingly the act of casting a spell is listed as an obvious threat but not holding a spell charge. Ask any magus and they will inform you that difference matters – so this opens the possibility of casting the spell and holding the charge and then walking into the fascinated area and not triggering the obvious threat (just potential threat) clause. It also means that the conceal, silent, and verbal spell metamagics, have an advantage when used in conjuction with fascinate. Even better if a caster’s tattoo is utilized. Obviously once the spell manifests (or first blood is drawn) the fascinate effect should break.
Far more useful in games with elements of intrigue but fascinate is far from useless.
My new PC for an upcoming game is starting to come together.
I've dropped the wizard concept to open the arcane role to other players and have taken my customary role of divine support.
The character is shaping up to be a samsaran ecclisetheurge cleric (custom deity) with knowledge (memory) and travel domains.
I'll be going hard into divination magics as it's more of an RP game than combat focused.
With an 18 Wis to start, I'll have 5 spells to pick from another list.
Druid is looking good as it will get me access to Heightened Awareness (which I love) but have seen the Inquisitor list mentioned in other posts on the subject.
What are some suggestions (divination especially) spells that would compliment this build?
Hello! I was hoping I could get some clarification on what "Humans with high INT scores can choose any languages they want" really means. It references the Linguistics skill page but that doesn't seems to offer me an answer to my question. What is high intelligence? Do they learn more languages if their INT gets higher through play or is it only through putting ranks in linguistics? Any help would be appreciated!
Thanks!
Are there any campaigns on YouTube I could watch that are not official Adventure Books I may end up playing in the future? Ideally interested in longer campaign over one shot session. I searched for a bit but most I could find were adventure books
So since mortal ushers get the class features of the old class if you continue leveling the old class after capping mortal usher would you only gain hit dice, BaB, and skill ranks?
I'm talking about this feat https://metzo.miraheze.org/wiki/Empowered_Psicrystal
Does my Psicrystal can cast total 6 spells, it gets 3 spells each can be cast twice.
OR
My Psicrystal is mini Arcanist. Have list of 3 spells. And can cast 2 in any combination.
I had this idea for a delusional character that animates corpses to keep themselves company, with one of those creatures being the animated corpse of a deceased loved one. I was immediately drawn to the Summoner class, because using the eidolon as a beefy undead Frankenstein monstrosity with the Undead Appearance evolution seemed perfect, but I was then very disappointed that the summoner doesn’t have access to any other spells or abilities that have anything to do with necromancy or undead. So, this archetype is my attempt at remedying that. Please let me know what you think, with regards to whether it seems under or overpowered, and overall sensible. And fun to play, of course. I haven’t spent much time making the language sound all official yet; this is mostly just the ideas. This is for Unchained Summoner, by the way.
The Corpse Caller adds multiple spells of the Necromancy school to their spell list. I haven’t decided exactly which or how many, but mostly the ones involving creating and controlling undead. Debating adding the Inflict spells, but don’t know if that would be too much.
The Corpse Caller must designate an item of no smaller than diminutive size as their eidolon focus. This item must be a preserved piece of a once living creature, usually a bone. When summoned, the eidolon forms around the focus, at which point it remains within the eidolon until it is dismissed or destroyed. The eidolon is always summoned at the location of the focus, even if it is not with the Corpse Caller. The Corpse Caller is able to perform the summoning ritual for their eidolon from a distance of up to 10,000 feet, though the eidolon is summoned with reduced hit points when summoned from great distances as noted in the Life Link ability. If the focus is buried in soft ground, the eidolon can be summoned as normal and burst up from the ground. If summoned in an area too small for it, the eidolon may attempt a Strength check to break out of the enclosure. If it fails, it immediately disappears as if dismissed by the Corpse Caller. If lost or destroyed, the Corpse Caller can designate a new appropriate item as their eidolon focus in a ritual that lasts 8 hours and costs 200 gp per Corpse Caller level to complete.
New Eidolon subtype: Undead – Debating saying that they have no Constitution score
1: Begins with the No Breath evolution and immunity to nonlethal damage, as well as being treated as undead with regards to positive and negative energy. Choose if your eidolon is a skeleton or zombie on creation – if skeleton, start with the Claws evolution. If zombie, start with the Slam evolution.
4: Gains immunity to bleed, death effects, disease, paralysis, poison, and sleep effects, and a +2 bonus to saves against mind-affecting effects, ability drain, energy drain, and stunning effects
8: If a skeleton, gain DR 5/bludgeoning and cold resistance 5. If zombie, gain DR 5/slashing and gain Toughness as a bonus feat. Gain 1 evolution point.
12: Bonus against mind-affecting effects, ability drain, energy drain, and stunning effects increases to +4. Gain 1 evolution point.
16: If skeleton, gain immunity to cold, a +2 bonus to dexterity, and Improved Initiative as a bonus feat. If zombie, gain a +2 bonus to strength, increase the damage of one slam attack by 1 die step, and gain a unique quality to gain the benefits of Haste for one round after taking lightning damage.
20: Gain immunity to mind-affecting effects, ability drain, energy drain, and stunning effects. Either increase existing DR by 5, or replace it with DR 5/-.
Summon Monster replaced with Power Over Undead: Gain the Power Over Undead power from the Necromancy wizard school, using your Charisma in place of Intelligence to determine your number of channels per day, and Corpse Caller level instead of Wizard level. You must choose Command Undead, not Turn Undead. Drawing on this ability uses up the same power that the summoner uses to call their eidolon. As a result, they can use this ability only when their eidolon is not summoned. (You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.)
Makers Call changed: The Corpse Caller may also use this ability to call their eidolon focus to their hand from a distance. The Corpse Caller gains one extra use of this ability per day, but only for purposes of calling the focus, not the summoned eidolon.
At 7th level, gain the Bolster power from the Necromancy wizard school, using your Corpse Caller levels instead of Wizard levels, and Charisma instead of Intelligence. You may use this ability to bolster your eidolon. (As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.)
Merge Forms replaced with whatever you would call this: As a full round action, the Corpse Caller can magically graft or stitch themselves to their eidolon. This can take one of two forms: The Corpse Caller can fuse only their lower body to their eidolon. In this case, the Corpse Caller is treated as riding their eidolon and takes associated penalties as normal, though both the Corpse Caller and eidolon can take their actions as normal with no need for ride checks. The Corpse Caller is attached to the eidolon and cannot be knocked off, nor do they ever have to make Ride checks to avoid falling off. If the eidolon is the same size as the Corpse Caller, it takes a -2 to AC, all attack rolls and physical skill checks, and Reflex saves while fused in this way.
The Corpse Caller can fuse their entire body onto their eidolon. In this case, the Corpse Caller is grafted or stitched onto the surface of the eidolon, and can take no physical actions other than to exit the eidolon or change positions, as described below. The Corpse Caller can be separately targeted by attacks, though they use the eidolon’s AC (as the eidolon attempts to keep the Corpse Caller from harm). An Eidolon cannot use feats such as Bodyguard to raise the Corpse Caller’s AC while fused this way, though it can use feats like In Harm’s Way to redirect attacks to itself. If subject to an effect that requires a reflex save to avoid damage, the eidolon makes a single Reflex save to apply to both itself and the Corpse Caller. If the eidolon has Evasion or Improved Evasion, the Corpse Caller benefits from these abilities as well.
While fused, the Corpse Caller may exit the eidolon into an adjacent square as a swift action. The Corpse Caller can also spend a move action while fused to shift between fully and partially fused, or vice-versa.
Twin Eidolon changed: Functions identically, except that the form the Corpse Caller takes is a visually distinct undead form of themselves with an appropriate shape to match their eidolon.
Today's spell is Curse of Unexpected Death!
What items or class features synergize well with this spell?
Have you ever used this spell? If so, how did it go?
Why is this spell good/bad?
What are some creative uses for this spell?
What's the cheesiest thing you can do with this spell?
If you were to modify this spell, how would you do it?
Does this spell seem like it was meant for PCs or NPCs?
Long time player but never clearly understood the rules in detail.
When I 2wf with a double weapon, I use the rules for fighting with two weapons only for the attack or also for the damage? I mean, do I get 1.5str/1.5str or 1str/0.5 str? And the same for power attack, manouvers,etc.
If I am considered as a 2w fighter under every aspect what is the mechanics payoff for 2wf? That I get to use the damage dice of a 1 hand weapon on the off-hand with a light weapon penalty?
This must have been answered before, but I can't seem to find it anywhere,, so I'm asking:
I have a 3rd level beastmorph/vivisectionist/ectoplasm master alchemist with a claw/claw/bite routine. Let's say I cast Touch of Blindness, which allows one touch per caster level, and I hold the charge, and then full attack with my natural attacks the next round. Assuming I hit with all three attacks, does the spell discharge three times in one round? Or is it limited to one time per round, and the other two hits do regular damage but don't deliver charges of the spell?
Either way you believe it goes, can you point to the rule or FAQ to support your stance? As I said, I know it must be out there, but I just can't seem to find anything on it. I don't have a strong preference on how to rule on this. I'm just trying to play it the right way. Thank you very much!
So it took me forever to realize that Tashanna, the Queen of Irrisen who tried to rebel against Baba Yaga, is heavily implied to be Tasha/Iggwilv from Dungeons & Dragons.
Apparently Baba Yaga was so impressed with her willingness to rebel, that she banished Tashanna/Tasha/Iggwilv to another reality on the material plane (Oerth)
I'm trying to make a stalker vigilante and i wanna See your builds
In the guide I'm reading, it wants me to take 2 levels in Witch so I can take Coven Hex, and Scar Hex. Then any caster levels will do. I was looking at Arcanist, specifically Blood Arcanist, super specifically Accursed Bloodline Arcanist. This, from what I can tell, just flat out gives you the Coven Hex at level 1 but as an Arcanist.
Does this mean I could take 1 level in Witch, take Scar Hex, and dump the rest of my levels into Arcanist? Would this rule out as the same as a 2-Witch/X-caster?
From what I can tell, the only difference is Witch gets an added line of text that says, "This bonus applies to the witch's spells and all of her hexes." This added line doesn't really apply to the build I'm working on as I would only be taking 2 level solely for hexes (correct me if I'm wrong, please).
I'm reading the book "Maximus Xcrawl" And well one of my future players asked me if the paladin exists. Do you know how it would be possible to adapt it?
GMs- In general, do you give a player control of their animal companion, and let them make decisions for them in combat, for example, or do you interpret what an animal who has the character’s best interests at heart would do in a given situation and control them yourself? Would a Druid’s nature bond or Wizard’s familiar give them direct control compared to an animal companion of a Ranger?
What was your edition trajectory with the game? Anybody still running the same campaigns or groups that started before Pathfinder came out? Is PF 1 or 2 your main game now?
I'm building a Green scourge druid and was wondering if there's any magical clubs like the oaken staff that lets you cast shillelagh on them if though there magical.
I was also wondering if anyone has any feat recommendations or other recommendations for a green scourge rouge I'm planning on taking druid herbalist to give some buffs to allies while being able to just be in the thick of it.
Link: Shadow Spy
This spell was not in the Remaster. The Knights of Last Call 'All Spells Ranked' series ranked this spell as Unranked Tier. Would you change that ranking, and why?
What items or class features synergize well with this spell?
Have you ever used this spell? If so, how did it go?
Why is this spell good/bad?
What are some creative uses for this spell?
What's the cheesiest thing you can do with this spell?
If you were to modify this spell, how would you do it?
Does this spell seem like it was meant for PCs or NPCs?
in the Archives of Nethys say i need a chronicle sheet to play races like dhampirs or fetchlings but this races and others races independent of the source ( Inner Sea Races,Bestiarys, Advanced Race Guide) dont quotes about a chronicle sheet.
Remember to tag which edition you're talking about with [1E] or [2E]!
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So in the game I'm playing, I'm playing a Warlock Vigilante who has huge profession skill, and we get full weeks worth of down time. I can easily make something like 2k gold with a week of down time according to the rules that we have. I'm level 5, my race and class are set.
I took Craft Wand, but noticed that honestly, I probably make more money doing the profession (especially when I start earning plat instead of gold at level 10) That its more benficial for me to just make money than it is to craft wands.
DM says that I can't train out of it, because doing so would be something that could bring abuse.
So the question is how do I break craft wand or wands in general?
Could you glue a bunch of them to a frag grenades' to make a really big magic bomb?
Welcome to Max the Min Monday! The series where we take some of Paizo’s weakest, most poorly optimized, or simply forgotten and rarely used options for first edition and see what the best things we can do with them are using 1st party Pathfinder materials!
What Happened Last Time?
Last Week we discussed Artful Dodge and using Int instead of Dex. We found the feat was good for Str builds who want to TWF. And funnily enough, we discussed how it was a min compared to replacing things with Dex… but since swashbuckler can replace INT prereqs with CHA chaining both is a method to replace even more prereqs with CHA! Plus plenty of class / archetype / prestige class discussions around this option.
So What are we Discussing Today?
u/blacktrance nominated the [Cult Leader Warpriest](Archives of Nethyshttps://www.aonprd.com › Archety...Cult Leader - Pathfinder RPG Database). As if the Warpriest being a hybrid of cleric and fighter weren’t enough, this archetype tries to mix in a lot of being a rogue as well. But while doing so, it does trade away some things that just don’t seem as useful for a PC. And as u/blacktrance pointed out, the religious zealot with sneak attack space in discussions tends to be dominated by the Sanctified Slayer. So it might not be that this archetype is terrible, but that it is overshadowed. I won’t be going into the Sanctified Slayer build today, just keep it in mind during the discussion of the min. Though the Cult Leader’s following may be niche, let’s appease the cult of the Cult Leader today.
So first off, the Cult Leader expands your class skill list (swapping in and out some more “roguey” options) and gives you 2 more skill ranks per level. This comes at the cost though of your proficiencies talking a large step back: you now are only proficient with light armor and light shields, simple weapons, hand crossbow, rapier, sap, short bow, and short sword. Thankfully though, you also keep proficiency in your deity’s favored weapon, which I assume will be doing some work here.
Next your weapon focus bonus feat is traded for a +2 to Disguise and Stealth. Kinda stinks imo as a +2 isn’t the biggest bonus, but we have not traded Sacred Weapon, meaning we can still spend our feats to designate a weapon as sacred for that class ability.
Which is actually why feel this trade is a downside more than it normally would be, as you’re basically losing a free feat prereq to make your build work unless you specifically want to use your deity’s weapon. Therefore, this becomes a feat tax for many Cult Leader builds. But it also requires BAB +1, which means you won’t be able to take it until level 3 (or retrain a level 1 feat into it at level 2). This leaves the Cult Leader in an awkward position at low levels where they either shoehorn themselves into their deity’s favored weapon or just not have access to Sacred Weapon until they spend the feat. Thankfully though, Sacred Weapon does very little until level 4, but the damage buff could be very useful for our simple weapon proficiency.
Next we trade away 3 bonus feats for a reduced progression Sneak Attack. We get +1d6 at 3rd level and every 3 levels afterwards. If you were willing to trade a feat for damage anyways then this isn’t too bad a trade as you’ll effectively get +2d6 sneak attack per feat, but once again we’re trading something that is more pricey for the Warpriest specifically since these class bonus feats are how the Warpriest accesses many feats early by treating their level as their BAB for prereqs, and being able to count as a fighter for fighter level prereqs.
But hey, you may be thinking that at least you still have half your total bonus feats! Not quite, the level 12 feat also gets traded away, meaning once you get your level 6 bonus feat, you aren’t getting another one until level 18! (Aside from FCB of course). Since most campaigns that never go that high, you effectively get one bonus feat. Make it count.
Anyways the level 12 ability you get in exchange is Hide in Plain Sight, which is a neat ability. Except… wait this version may share a name with the Ranger ability / Rogue advanced talent but it doesn’t actually work the same way. Originally, Hide in Plain Sight lets you roll stealth even while observed as long as you are in your favored terrain. The Cult Leader instead can roll stealth as long as they are within 10ft of an area of dim light.
The wording of this is slightly problematic depending on interpretation. Does within in this context mean I’m standing inside the dim light, and the 10ft is a minimum space requirement? Or can there be dim light up to 10ft away? This latter interpretation is almost certainly intended since you can roll stealth in dim light anyways, but wanted to mention the potential misunderstanding. But that also brings up the fact that this is Hide in Plain Sight… but you can only use it if you are within 10ft of an area where you’d be able to stealth anyways. And stealth checks are made as part of movement (at half speed so no 5ft step stealth unless you take a penalty to move full speed) so… where is the benefit? I suppose possibly it’ll let you stay in a more advantageous position situationally? As written though, I believe if you end your turn outside this dim light + 10ft area you still break stealth as normal so… yeah all this does is extend your stealthable area by a measly 10ft.
As a final point of contention here, how are we defining dim light here? As the objective existence of light, or your opponent’s perception of it? Because anything with low-light vision will have the dim light radius in a different effective position than creatures without. Normally I’d say stealth requires the dim light effect based on the observer, since you can’t normally perform stealth while observed which is the reason to seek out concealment in the first place. But Hide in Plain Sight does let you stealth while observed so there is an argument to be made that this relies on objective light levels and not on enemy’s perceived light (which is the way I’m leaning given the circumstances of the ability). Or maybe your gm will go crazy and say it is based on your own perceived light levels. Anyways, definitely something to discuss with your GM beforehand.
So yeah. . .this is really the worst version of Hide in Plain Sight I’ve ever seen, and you still have to wait for level 12 to get it, and and it costs you one of your extremely useful bonus feats…
Finally you trade Channel Energy for the ability to spend 2 fervor to cast an SLA of Enthrall which is certainly flavorful, evoking the image of our cult leader preaching in the town square and drawing attention but… well the benefits sorta end there.
Let’s be real though, what Warpriest is regularly using channel energy when fervor allows for swift action buffs? So it’s trading away a little used ability in the first place. But still, a scaling AoE heal being traded for a level 2 spell that requires a will save… which will be based on your Cha since they never changed the default … and gives a +4 bonus to the save for any creature of a race or religion unfriendly to yours (which as a Cult leader is I assume most people not already in your cult, though if you take the name only as flavor and worship a more mainstream deity could mean it doesn’t come up too often) means hardly anyone be failing this save. And even if some do fail, anyone who passes can perform a charisma check to heckle (thankfully only once per use) to try and break the effect. And if that’s not enough things acting against this ability, it only has its full effect on creatures below 4 HD. Anyone of 3 HD or lower who are affected can’t take actions,are unaware of their surroundings, and treat you as friendly which does have many situational uses. But at 4HD+, they still can’t take actions but are aware of their surroundings and are indifferent, and get a new saving throw (because it wasn’t a miracle already that they failed in the first place) anytime they witness something “it opposes”. Man if that’s not an opened ended way to end the effect. Finally, if anyone under the effect is targeted by an overtly hostile act (note, doesn’t specify it has to come from you or your party), then the spell ends for everyone, those who were friendly (and sub 16 Wis) become unfriendly and those who were indifferent (and 16+ Wis) become immediately hostile to you. So all it takes is one person who passes the save and knows how the spell works to attack someone under your spell and suddenly you’re in an unwanted combat…
Oh and did I mention that this spell is on the Warpriest list, so even in the rare situation where you want to use this you could’ve just… prepared it and have the DC wisdom based?
Yeah that’s an SLA I wouldn’t ever use. I want my channel energy back.
Honestly, except for the skills and sneak attack, this archetype has so little going for it that it’ll take some work to get me to drink the Cool-Aid. But Cult Leaders are renowned for their ability to convince people so let’s see what you Max Minners can do to sell the archetype!
Nominations!
I'm gonna put down a comment and if you have a topic you want to be discussed, go ahead and comment under that specific thread, otherwise, I won't be able to easily track it. Most upvoted comment will (hopefully if I have the energy to continue the series) be the topic for the next week. Please remember the Redditquette and don't downvote other peoples' nominations, upvotes only.
I'm gonna be less of a stickler than I was in Series 1. Even if it isn't too much of a min power-wise, "min" will now be acceptably interpretted as the "minimally used" or "minimally discussed". Basically, if it is unique, weird, and/or obscure, throw it in! Still only 1st party Pathfinder materials... unless something bad and 3pp wins votes by a landslide. And if you want to revisit an older topic I'll allow redos. Just explain in your nomination what new spin should be taken so we don't just rehash the old post.
Previous Topics:
Gonna try to keep this short. I’m looking to go for Hellknight. Currently an Antipaladin, but since I plan on going for the full 10 in HK my AP skills won’t progress til later. Looking to train out of it. What class or archetype would work well with a Hellknight?
If it helps, the character is one who took the AP oath for a quick path to power, but now sees it as cheap, and that law and discipline are the way to go.
For example, what if a Mystic Theurge gets hit with enough Intelligence Drain, that they lose their skill ranks in Knowledge (Arcana) or Knowledge (Religion)? Would they lose all class features of that prestige class like ex-clerics?
Today's spell is Curse Terrain!
What items or class features synergize well with this spell?
Have you ever used this spell? If so, how did it go?
Why is this spell good/bad?
What are some creative uses for this spell?
What's the cheesiest thing you can do with this spell?
If you were to modify this spell, how would you do it?
Does this spell seem like it was meant for PCs or NPCs?
Hello all,
I'm coming up to a WoTR game, obviously using mythic rules, and I'm struggling with getting a character down for it (previously posted about a cleric of nocticula). I'm wanting to make a debuff based divine caster to go on the hierophant mythic path that also functions as the party's face.
What I have so far:
Raw stat rolls are 17, 16, 16, 12, 12, 10
Demon-Spawn Tiefling (Maw or Claw alternate racial trait)
Dual-Cursed Oracle
Shadow Mystery
Shadowbound for one of my curses, unsure about the other.
One or two level dip into mesmerist.
Any advice on feats or spell selection would be appreciated, thanks!
Hey everyone! Just like the header says, I am for the first time really looking at the inquisitor class. They seem to have great martial prowess AND utility, unlike the paladin and other martial/divine classes.
I was wondering, what's your favorite build for the inquisitor? I'd love to hear in what different directions this class can be taken
Im working on the next dungeon for my players. It is the tomb of a powerful past adventurer Eldritch poisoner alchemist. Its ends with them finding her in stasis. Does anybody have ideas for rooms, puzzles, obstacles, or monsters in that theme? Im struggling for a clue
Edit: for level 5 party. Or CR 5
Hi! Is it possible RAW to switch out FCB? I'm going to play Winged Marauder goblin next campaign, but this goblin was recruited in one of the hobgoblin armies as an air support specialist, and that's why he has bonus to a number of bombs per day. If there's no way to do it RAW, then how affecting is it balance-wise if we homebrew it? Thanks!