Yuelral

Age of Ashes Dwelf Class Selection?

2022.12.15 06:59 ArchpaladinZ Age of Ashes Dwelf Class Selection?

I've had a character idea for the Age of Ashes adventure path living rent-free in my head for literal years now and I'm still struggling to realize it. The basic thrust of it revolves around the Haunting Vision background, with the character himself being the eldest child of a dwarf and elf who fell in love and got married (asking the GM for permission if they'll allow me to put the Half-Elf heritage on a Dwarf, of course). He grew up with the terrifying visions Dahak sent and his parents helped him develop healthy coping strategies, including swordplay, smithing, and worship of both elven and dwarven gods like Yuelral and Torag, showing how fire can be creative instead of just destructive. The problem comes when selecting a class. I've got a bunch of different options that I feel could represent the concept, but none fit COMPLETELY well, and I'm stuck trying to figure out which one to go with:
Champion with Flames Mystery Oracle Dedication: This one was closest to my original idea, which was basically trying to force the Flames Mystery Oracle into a more martial role that you can really only do with Battle Oracles. It's got tankiness, divine spellcasting, and as my username might suggest, I love paladins in general as a character concept. The problems are that since I'm starting from a Dwarf chassis, which means I'll need to use optional flaws to overcome the inherent CHA penalty and the background I've chosen doesn't help, so I'm left with a CHA that will probably be mediocre for the entirety of the campaign, and that Champions also don't receive a lot of skills, and I kind of wanted to do a bunch of different skills like Crafting to smith weapons and armor, being the party face and Nature to follow Yuelral's tenet of practicing herbalism. Plus, since it's not an Oracle at base, it kind of feels like putting the cart before the horse: the power of Yuelral and Torag first and Dahak giving power later, as opposed to how I'd conceived it, which was Yuelral and Torag helping him control the power Dahak forced on him.
Thaumaturge: The big draw for this one is combining martial power with sheer versatility. Thaumaturges already start with a lot of skills that I want to use, and so other skills like Crafting and face skills become icing on the cake, and the Tome Implement makes it even better! This version would also thematically fit with the idea that he seeks out whatever help he can find for his issues from any mystical tradition he encounters. The two big issues with this one are again, the inherent CHA issues of my ancestry and background, and this time feeling like there's no real "oomph" behind the prophetic visions Dahak is sending him. He's not turning Dahak's power against him or anything.
Druid: This character would start with the Stone Order and then take the Order Explorer feat to access the Flame Order too. This version works MUCH more efficiently with the ancestry and background I've selected, but on the other hand, it's not going to really do well in physical battle. Primal spellcasting's got a nice, versatile blend of offensive and protective magic too. It also dovetails nicely with Yuelral's focus on crystals and the general stonyness associated with the dwarven gods. I also just don't like the hide armor typically associated with druids (and barbarians). It always is depicted as pelts crudely stitched together and just generally presents an unrefined look, and this guy is a CRAFTSMAN, he'd want his armor and stuff to look NICE! I wish 2e had something like that bone lamellar armor there was in 1e...Plus, I'd been interested in making his little brother a happy-go-lucky druid/alchemist focused on responsible agriculture and brewing beers and meads that act as healing potions, so if I make this character a druid I'd have to reimagine the little brother character's entire concept.
Bard: This version of the concept plays into the "music" of the forge, rhythmic hammer strikes, singing runic spells and chants, and the idea of "tuning" a forged sword so it rings with the right tone when it strikes and drilling notches and holes to lighten the blade and make it hum or whistle when it's swung, to create the proverbial "singing sword." Music was a big source of inspiration for this character, especially "I See Fire" from The Hobbit movies. But statistically it's not got a lot going for it: occult spellcasting doesn't really have a lot of "fire-themed" stuff the way Primal does or how Divine gets it from the Flames Oracle Mystery, and like the Druid version it's going to struggle in personal combat, even more so because it's limited to light armor while Druids get medium (even if they're limited to non-metal ones). And once again, it's dependent on CHA, which is a stat this particular ancestry and background combo struggles with.
So...I'm kind of at a loss. Each of them's got something going for them and each has stuff I don't like. So I'd like some second, third and maybe fourth opinions to help decide which version of this character becomes reality...if I can ever join an Age of Ashes game...Thank you in advance for your suggestions and advice.
View Poll
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2022.07.18 10:42 Da_MaRTmaN Questions about: Wizard(Spell Sage) 5 / Bloatmage 4

Hey, my character in the Iron Gods AP died and i'm building a new one. My Old Character was a Gunslinger(Pistolero) 9, got crit by a trapped door and popped like a firecracker. (i tried to use a zipstick on a door with a elecroshock-trap since i thought that would unlock it)
We are only using PFS-legal things(+campaign specific stuff) and here is my new build:
Race: Elf
Class: Wizard(Spell Sage) 5 / Bloatmage 4
Stats(20 Points buy): Str: 8 Dex: 14 Con: 12 Int: 20 Wis: 10 Cha: 8
Traits: Local Ties(campaign specific; grants Disable Device as class Skill), Magical Lineage(Magic Missile)
Feats: Spell Focus(Evocation)[Replaces Scribe Scroll]; Greater Spell Focus(Evocation); Bloatmage Initiate(Evocation); Technologist; Arcane Discovery: Yuelral's Blessing; Fleeting Spell; Tumbling Spell
Skills: i will focus on: Perception, Disable Device, Knowledge(engineering, arcane), Spellcraft
Notable/relevant Items(46.000 GP budget): Lore Needle, Headband of intelligence +2, Blessed Book, Eyes of the Eagle, Fortifying Leeches
General/Playstyle: I will be on Disarm-duty with Aram Zey's Focus since our Rogue never remembers to buy Thiefes Tools and doesn't have Technologist for the technological traps. And spellwise i plan on Blasting with Evocation Spells and some Battlefieldcontrol+Buffs for the Party
Appearance and attitude: Weird Al Yankovic in "Fat" with a touch of Lucious Malfoy

And here are my questions(i already asked my GM but he hasn't gotten back to me yet): 1. Interaction between Spell Study(from Spell Sage) and Blood Pool(from Bloatmage): Can i use Blood Points instead of uncast prepared spells when casting a spell with Spell Study. And if so, would i still need to have 2 uncast spells of that level?
  1. Interaction between Spell Study and Yuelral's Blessing: When casting a spell thats only found on the Druid list with the help of Spell Study, would that spell be cast at +1 Casterlevel and would that spell count as being an arcane spell for the purpose of replacing Material Components with gems? (since Spell Study states: " as if it were a wizard spell he knew and had prepared")
  2. Bloatmage Initiate and Load: Does the feat give me additional load i would need to carry (27 lbs in my case i believe; PCGen gave me a "Body Fat" Item so i'm uncertain) or will my load always count as being a medium load no matter how litte i actually carry? Can my load exceed a medium load?(since the feat states that i'm always under de effect of a medium load)
  3. Starting Wealth and additional Spells in my Spellbook: When calculating my character wealth, would i just need to add the cost of scribing additional Spells into my Book or would i need to additionally add the cost of scrolls or the fees i would need to pay to other wizard to let me copy the spell?
  4. Ranks granted by Headband of Intelligence: Can i pick the Skill that the Headband grants its bonus to(since my character could have looked for one until he found the right one) or would that be determined randomly?
  5. Lore Needle: Would i need to be trained in all Knowledge Skills(1 Rank) so i could even attempt the checks and then use the Lore Needle to let me use another skills bonus?
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2022.05.02 11:36 namespace_CountZer0 Wizard/Druid spells overlapping list

Couldn't find Wizard/Druid spells overlapping list for Yuelral's Blessing arcane discovery, so I made one: Overlapping List. Halfway through figured I should've used lists sorted by schools, but eh.. Yuelral's Blessing (Champions of Purity pg. 27): You cast any spells that appear on both the wizard and druid spell lists at +1 caster level and with +1 to the save DC. In addition, you may replace the material component of any arcane spell with gems of the same value. You must be at least a 5th-level wizard to select this discovery.
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2022.03.14 18:03 ArchpaladinZ Age of Ashes Dwarf-Half-Elf

I've had a character concept for the Age of Ashes AP stuck in my brain for at least a year now that I want to get out somehow, but I'm not sure HOW best to do it. Since 2e now allows half-elves whose other halfs can be ancestries BESIDES humans, I immediately glommed on to the idea of the child of a dwarf daddy and elf mommy who loved each other very much, especially since Age of Ashes' narrative explores both elven and dwarven cultures and histories, making the idea of a character between these two worlds getting in touch with both his heritages INCREDIBLY tempting!
The idea I had for a concept uses the Haunting Vision campaign background, drawing inspiration from the song I See Fire from The Hobbit: The Desolation of Smaug's credits: this lad, the eldest son of a rare and loving union between a dwarf and an elf, started having horrible nightmares of fire and destruction growing up. He turned to his family's traditions of forging and magic, ways fire could be controlled and used for good, and eventually came to a syncretic view of Torag, the Father of Dwarves, and Yuelral, the elven goddess of gems, nature and magic, viewing them as two sides of the same coin. More recently his nightmares have gotten worse, and he's seen a specific place in them: the town of Breachill. Fearing for his family, his brothers and the people of this town, he's gone there to investigate and hopefully stop whatever conflagration is about to be unleashed!
The question is...I'm not sure what class to use for him that fits this narrative. Conceptually I had imagined something similar to 5e D&D's Forge Domain Cleric, combining fire-based divine magic with melee combat, but less "formally trained" per se, to accommodate the idea of worshiping a personalized Pantheon that includes Torag and Yuelral since I believe Clerics (and Champions) still need to select a singular deity. My immediate instinct was Flame Oracle, as well as the Crystal Keeper archetype that becomes available later in the AP, but I've been advised against that to a certain extent both because Flame Oracle is more of a blaster-caster when I'm looking for something more of the Gish persuasion, and because, as the title of the AP suggests, there's a LOT of fire-resistant enemies to deal with. Other ideas I've toyed with include Druid, specifically looking at Flame Order and Stone Order using the Order Explorer feat, as well as the Warrior Muse Bard, maybe doing things like using songs to time hammer rhythms while forging and "tuning" a forged sword to ring perfectly when it strikes an enemy, but then that's starting to get away from the fire-based theme.
I am very new to 2e, to say the least. My only character is a Champion (Paladin), who recently got converted from 1e and shortly died and got reincarnated after that, and there's a lot of rules I'm still learning as I go, and I'm also regularly watching Narrative Declaration's Rotgrind campaign, so I'd appreciate any advice on how to make this concept work. Thank you, in advance, for your suggestions and for reading through this long, rambly post. :)
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2021.06.23 05:37 Filjah There's a distinct evolution in the way Paizo writes about the Mwangi Expanse.

I, like the person doing the AMA, got my PDF of The Mwangi Expanse today, and I ran into a mention of the Massacre of Whitebridge. Curious, I tracked down the reference to River into Darkness, an adventure from way back in 2008. And boy is there a difference in tone, and some retcons.
I thought I'd organize a few choice quotations from each to illustrate the change. And just for fun, thought I'd throw together a game of "guess which source" with the Ekujae and surrounding areas. It shouldn't be hard, I didn't put much effort into hiding it.
  1. The PCs find themselves caught between loyalty to their employer and compassion for the unfortunate but “barbaric” elves being brutally oppressed by the consortium.
  2. The people and places of these myriad cultures aren’t waiting to be discovered or unearthed, but instead exist on their own terms without the whole of Golarion knowing.
  3. Nantambu, founded by the legendary Old-Mage Jatembe, continues to thrive as an iconic haven of arcane scholarship.
  4. [T]he now-abandoned village of Nantambu... The locals deserted the area, taking anything of value due to the hostile Ekujae nearby.
  5. By far the most taboo metal in Ekujae culture is gold.
  6. For example, only Ekujae capable of casting magic wear gems, and these gems are always uncut out of respect for the elven goddess Yuelral.
  7. These co-conspirators, a pair of Ekujae rangers, have led awry elven raids against the station and, in exchange for gold and gems...
  8. Long have the mysterious depths of the Mwangi Expanse held riches greedily sought after by the northern realms of Golarion. Unfortunately for prospective plunderers, these riches are hidden beneath a veneer of disease, deprivation, and death. Despite these dangers, the profiteers are not to be thwarted, and in recent decades many successful expeditions have made fortunes for their financiers. Numerous nations and companies have established trading posts precariously clinging to existence in the deadly depths of this cornucopia of riches. Despite the constant attrition of these posts and those who operate them, there is no shortage of intrepid individuals willing to test their mettle against the dire jungle.
  9. The Expanse is remarkable for its richness of resources, but its impenetrability has thwarted the establishment of as many empires as it has forged. Many civilizations are nestled in their original homes, and twice that number exist in nomadic tribes and nations traveling through the wild sprawl, expanding their vast histories with each step. ... The Mwangi Expanse has a way of keeping invasive outsiders humble. Wanton ambitions often prove no match for the beauty and cruelty of nature here, or the countless ancient secrets that lie within. The jungle hides enough ruins of past follies to deter even the most voraciously greedy of Golarion’s so-called civilized peoples, dating back before even Earthfall.
The Mwangi Expanse: 2, 3, 5, 6, 9 no-hint extra length
River into Darkness: 1, 4, 7, 8 length to avoid hints
The biggest difference I can see is that RiD talks about the Expanse and its people like an outsider, with an eye to what benefits can be extracted from the region, and TME doesn't. Instead, it presents it as a place where people live, like anywhere else. To the staff at Paizo, especially the returning couple authors and artists, hats off to you.
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2021.03.25 20:04 Blase_Apathy The Bone Flenser

A few days ago there was a discussion of OP things in pathfinder by thecobblerimpeached
What's something officially in the game that would be decried as "broken" and "overpowered" if introduced as homebrew?
There were a lot of great discussions on that page that everyone should check out. I put forth the spell bone flense and got a lot of replies which made me actually start thinking about how to min/max this spell for the most cheese.
As a quick explanation, bone flense is a spell that allows you to choose a target at close range, if they fail at a fortitude save whenever they are hit with a sawtooth saber, a member of the red mantis, or a giant mantis claw, they must make another fortitude saving throw or take CL * 1d6 damage, and 1/2CL * 1d4 bleed damage. The spell lasts for a number of rounds equal to the caster's level and isn't dispelled after the first time it goes off by RAW.
So there are a couple things we need to do to maximize the effectiveness of this spell, we need to ensure that the enemy will fail the fort saves and we need to hit them with a whole bunch of sawtooth sabers. Furthermore I want to do this in a single character, it wouldn't be so hard to create a team to take advantage of this but I want this bone flenser to be just one guy.
To do this we're going to focus on the spell telekinesis, a fifth level spell that allows you to throw a number of weapons up to your level at enemies.
There are only a few lists that have both bone flense and telekinesis on them, I won't list them all, but there's other ways to get telekinesis on other lists if people have other ideas for how to abuse bone flense, the most obvious is of course the mystic past life of samsarans.
I won't be doing that because fortunately Arcanist has both telekinesis and bone flense, and arcanist gets telekinesis at level 10, which is perfect.
So using point buy we've got an arcanist with 18 intelligence, and 16 charisma, I'll choose human for now although someone might think of a better race, and dump that bonus into int for that +5 int modifier, we'll also be putting all our bonuses from level progression into int.
For an archetype we'll take spell specialist so we can make bone flense a signature spell. For feats we're gonna take spell focus (transmutation) and greater spell focus to get +1DC for transmutation spells.
We're also going to VMC magus for later, remember I'm not maxing a character build, I just want to bone flense as much as possible.
For trait's we'll take magical lineage, and for our 5th level feat we're taking persistent spell, at 7th level we get a magus arcana, we'll take arcane accuracy.
Our 3rd level exploit will be potent magic, +2 to spell DCs if you spend points from your arcane reservoir.
We'll also be taking a headband of vast intelligence (+4), a bag of holding, a quicken metamagic rod, and 15 gargantuan sawtooth sabres (4d6 damage, 16 pounds each), we might also pick up grim gloom mail because it can reduce a target's saves as a standard action without allowing any saving throw.
So, what can this arcanist do at level 10?
Well he'll have +8 int modifier overall, and he can prepare a persistent bone flense as a 3rd level spell thanks to magical lineage, he'll be able to quicken it with metamagic rod, what's the DC on this spell?
Well, 3rd level spell with +8 casting stat, DC21, plus signature spell, spell focus, and potent magic, DC26, not the best but we'll be able to do much better next couple levels, we can quicken the spell so we can cast it twice if the enemy succeeds the first time.
Once bone flense sticks he can dump out the gargantuan sawtooth sabres and start chucking them at the enemy.
He can throw 10 of them at an enemy targeting their AC, he gets +5 from his BAB, +8 from intelligence, and he can pop arcane accuracy as a swift action to get an insight bonus to hit equal to his intelligence so he'll have a +21 to hit with each of the sabres.
Each sabre deals 4d6 damage and forces the bone flensed target to make a fort save (DC26) (roll twice, take the lowest) or take 10d6 damage and 5d4 bleed.
At 11th level we get a little better because we can take the arcane discovery exploit and get Yuelral's blessing which adds +1DC to spells that are on both the wizard's and druid's spell lists that makes bone flense DC27, and finally if we multiclass sorcerer at level 12 we can get the sorcerer arcane bloodline arcana that adds +1 to the DC of spells modified by metamagic (like persistent bone flense)
So at 12th level the bone flense DC will be 28, roll two die pick the lowest.
Of course at level 15 we can get spell perfection and all that, but I was really curious what could be done around level 10.

So I'm interested if anyone has any further ways I haven't thought of to optimize telekinesis and bone flense together, please share your ideas if you do.
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2021.03.17 16:57 wdmartin Pathfinder Spell Facets: a spell searching tool

There have been a number of different spell search utilities released recently. Here is one more that I've been tinkering on for several years:
Pathfinder Spell Facets
The idea here was to use faceted classification to let you drill down to a subset of spells relevant to your interests. Are you playing an Eldritch Knight and desperately want a comprehensive list of Wizard spells that lack somatic components? Hit the plus button next to Wizard, and the minus button next to Somatic, then click the Search button. And boom, there you go: all the wizard spells that have no chance of arcane spell failure.
Or perhaps your wizard has taken the arcane discovery Yuelral's Blessing, which grants +1 CL and +1 save DC to spells that appear on both the Wizard and Druid spell lists. Use the plus buttons to require both Wizard and Druid, then hit search. Tada!
Occasionally you will see spells appear more than once in results. This is usually because it exists in multiple sources with slight variations. For example, the spell Brightest Light was printed twice, once in the Adventurer's Guide and once in Inner Sea Intrigue, and the two (AG version, ISI version) are not identical.
It should work tolerably well on mobile, though I only have one phone to test it with. It is not compatible with Internet Explorer. If you are still using Internet Explorer, I urge you to move on to some other browser. It's time to let it go.
I would like to acknowledge the hard work of Tyler Beck from PathfinderCommunity.net, whose painstaking work building a spreadsheet of all Pathfinder spells provided the raw data that made this possible. And also to Paizo, for making their work available under the Paizo Community License for this kind of thing.
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2021.02.03 17:21 frostedWarlock Why do some deities give more than three spells?

Key examples being Yuelral, Nyarlathotep, and Isis who all grant a full nine spells.
https://2e.aonprd.com/Deities.aspx?ID=111
https://2e.aonprd.com/Deities.aspx?ID=164
https://2e.aonprd.com/Deities.aspx?ID=54
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2020.08.11 08:05 Haven-Hart A psionic divine caster...

So I had an abrupt thought. Could I make a character with a class based weapon combined with the augmented blade soulknife archetype. Came up with this little beauty. Tell me if you think it's viable. Living Grimoire (Inquisitor archetype) and an Augmented Blade (Soulknife archetype) Follower of Yuelral woke up with a psi-crystal one morning, doesn't even question it. "Must be from Yuelral." And finding out he can empower his book with it. "Must be a gift from the goddess."
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2020.04.12 19:10 effin530 Commissioned art of my players.

The Art
Hello. A few months ago I commissioned art of my players through an incredible artist I found online, and I thought their art deserved some recognition, as well as a write up on the players in my game. So here I go, starting from left to right.
Lorcenzo Angelico - Lorcenzo's father is a noble and diplomat in the Chelaxian empire forced to established trade relations with the Hold of Belkzen after Grask Uldeth made it known to the world that Urgir was open for outside business. Lord Angelico ended up conceiving a child with an orc shaman and shortly after abandoned his child. When Lorenzo's half-orc heritage wasn't enough to get him excepted in the Hold of Belkzen, he went home to his father's manor in Cheliax. But an even more unfortunate heritage showed up when his Aasimar blood came to the forefront. After being disowned, he seeked guidance and eventually join a paladin order of Erastil. Many trials and tribulations have faced Lorcenzo and he has come to grips with some internal struggles the plagued him for years. Now he worships Dammerich and wields the legendary axe, Star Gilded, a greataxe that deals scorching holy fire to his enemies.
Regalia Tide - Regalia was raised an orphan in Osiria, running from alley to alley for coin and food. When she was 15, she realized that she wasn't a late bloomer like some had said, but had been born with elemental blood. Her sylph powers took long to manifest, but eventually she was able to use her powers and abilities to help her survive. In search for her family, she found her grandmother still alive operating as a pirate and taught her how to fight smart. After years of operating as a pirate, Regalia was eventually captured and fled her home. After coming to grips with her own views on the world and religion, she has made an aggressive swap from Abadar to Desna. She wields Captain's Call, a rapier with the ability to free others from their shackles of bondage.
Zendaya S. Meechee - Growing up as a Mordant Spire elf is hard life and not many come out of it with a sense of individuality. But Zendaya was lucky as her parents were part of a secret organization that detested the current way of life in the Mordant Spire and sought to end their isolationist ways. Zendaya spent her childhood learning about all sorts of cultures, and sometimes being teleported away to camps in the Varisian wilderness where others like her parents taught children from around the world how to share and communicate with those from other nations. Eventually as Zendaya aged, she learned to hide her affiliations and became a wizard envoy for the Mordant Spire, allowing her to leave her country behind for her own pursuits. Her staff, the Crown Rose, was said to be made by the elven goddess Yuelral, and it grants her access to spells she normally couldn't cast. She has her very old and very cute familiar, Ralph, with her at all times.
Stive Erwin - Born as a bit of an anomaly to a tribe of Kellid barbarians, Stive was very gifted in the druidic arts from adolescence. His tribe's style of keeping to themselves was relatively uncommon in the Realm of the Mammoth Lords, but it worked oddly well. They had long stretches of peace, a great deal of cooperation with each other, and were able to pacify the local megaflora and megafauna to make their lives easier. As the son of the chief, Stive was given the task of killing or dominating a local beast to prove he could one day become the head of the clan. After venturing forth into the wilderness, Stive came across a mortally wounded mother ankylosaurus with only one surviving calf. Stive ended the great lizards suffering and decided to care for the surviving baby going forward. With his success and ceremony soon upon him, Stive did the only thing he could think of: He ran away. Stive now helps his compatriots by being their eyes and ears as a wily bird or small ferret, giving them powerful boons like stoneskin, or even transforming into his own version of his faithful dinosaur companions, named Ms. Buttonsnaps, and swinging their massive tails around in tandem.
This fantastic art was completed by the wonderful Bee on twitter. She is absolutely wonderful artist who worked very hard with the very bad direction I have her. She is worth every penny.
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2020.03.01 21:36 vash8542 Homebrew Divine Boon

So my magus will, mainly for story reasons, will take levels in the Evangelist prestige class. She's heavily connected to Yuelral, but she doesn't have any boons listed on her page (probably cause she's not a main deity).
My gm and me are discussing on what powers she could get, but aren't getting any cool/thematic/balanced ideas (He suggested ironskin, reskinned as "gemskin", but I think it's an option that's too strong for an Evangelist sla). Any ideas will be greatly appreciated!
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2019.12.31 12:22 Eli-Pendragon What spells should I take for Pathfinder Savant's Esoteric magic ability?

Esoteric magic let's me know spells from other lists. If it's also on the wizard list I get it at the same level as on the list I took it from. If it's not on the wizard list I get it one level higher than the list I took it from.
So far I know I want: Wall of Thorns, Greater Angelic aspect (as a 4th level spell), and once I have lvl 7 spells I will take heal. And Maybe: Barkskin, maybe Longstrider, Greater. Breath of life
Build details: I am level 12 (5 levels of exploiter wizard, 7 levels of Pathfinder Savant) I'm a counterspeller My feats are: 1 mages tattoo, Abjuration (1 more CL for dispel) 1 Dispel focus (2 more to my dispel check) 3 Spell focus: abjuration (more DC for destructive dispel 5 Magical Aptitude (qualify for Pathfinder Savant) 7 Favored prestige class, pathfinder savant (qualify for prestigious spellcaster) 9 Prestigious spellcaster, pathfinder savant (get caster progression back from arcane savant) 11 destructive dispel (kind of my signature move now, take their buffs off and stun them.)
Wizard discovery: Yuelral's blessing (1 more CL and DC for dispel) Arcanist exploit 1: Dispell as an immediate action (if anyone knows a better way to get this id love to hear it) Arcanist exploit 2: potent magic (+2 instead of +1 to CL and DC)
Thanks for the assist!
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2019.01.08 22:13 siraaron7 Maxing my Caster Level Checks (Dispel Magic)

I'm playing a spellcaster built around counterspelling with Dispel Magic, and wondered if there are any hidden gems that I might have missed. The build is as follows:

Human Tattooed Sorcerer (Crossblooded Arial/Martyred) 1, Geminate Invoker Barbarian 1, Spell Sage Pact Wizard X (11, currently) / Archmage X (Currently 6)

Relevant Feats:

Varisian Tattoo: Abjuration, Spell Specialization (Dispel Magic), Yuelral's Blessing, (Greater) Dispel Focus, Destructive Dispel, Furious Spell

Future Feats:

Spell Perfection, Destructive Dispel, Dispel Synergy, Maximize Surge

Sorcerer gives me up to +3 CL, Barbarian is mostly as an inside joke and recompense for accidentally cheating (whoops), Spell Sage lets me add +4 to my CL a couple times per day, and Pact Wizard lets me roll twice and take higher on things including caster level checks (and eventually add my intelligence score when I do). The Magical Knack trait offsets the caster level loss from multiclassing, although I'd like not not multiclass more.

I'm also using various additional material components (the Esoteric Component Yliaster, the Alchemical Component Cold Iron, and the Varisian Idol: Avadais (Abjuration)). I'm planning on getting what other CL items I can find, like the Orange Prism Ioun, UMDing some Karma Prayer Beads, a Numerology Cylinder, and if I can find one an Otherworldly Kimono.

I'm mostly looking for other feats and such that would boost my Caster Level or Caster Level Checks (Dispel Checks). I'm aware of some of Abraxas' Obediences adding my Wisdom Modifier, but that's not too high and Wrath of the Righteous tends to frown upon that sort of thing. I also know of Bloatmage Initiate, but that's sorta icky and not something I'm really keen on doing.

Mythic abilities and other feats mostly focus on general magic or counter-spelling, or qualifying me for the choice feats like Spell Perfection.

Thanks in advance!
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2017.11.03 10:25 111phantom Every Single Deity-Exclusive Feat, Trait, Spell, Archetype, and Prestige Class.

These are all options that require worshipping a deity. If something is listed on the deity's page but doesn't say on the page itself that worship is a requirement, then it is not here. Example: Calistria's Guardian Wasps is not a spell that requires worshipping Calistria so it's not on the Spells list. I also felt that adding the spells that can be prepared on various spell lists and extra summons would be messy and take up too much space.
This is because the deity pages on Nethys don't say Prestige Classes and a couple other things, but the search does. Also I wanted a list of all the deity-exclusive prestige classes.
Errors here may be because of Archives of Nethys being in error, it is my only source for this stuff as I do not own the books. Please tell me of any errors so I may fix them.

Feats

Any Pantheon: Pantheistic Blessing
Deity with Obediences: Deific Obedience (Labelled as DO for non-core deities), Diverse Obedience Abadar: Divine Dignity, Measured Response, Perfect Casting, DFT(Abadar'sCrossbow) Asmodeus: Conversion Channel, Devilish Pride, Diabolical Negotiator, Firebrand, Verify, DFT(Asmodeus's Mandate) Calistria: Bloody Vengeance, Curse of Vengeance, Seductive Channel, Trick Spell, Wasp Familiar, DFT(Calistria's Poisoned Lash) Cayden Cailean: Bravery in Action, Courage in a Bottle, Drunken Brawler, Liberation Channel, Unbound Bravery, Undaunted Bravery, DFT(Cayden Cailean's Blade and Tankard) Desna: Butterfly's Sting, Guided Star, Trailblazing Channel, DFT(Desna's Shooting Star) Erastil: Erastil's Blessing, Nimble Natural Summons, Savior's Arrow, Thicket Channel , DFT(Erastil's Drastracting Shot) Gorum: Channel Viciousness, Ironbound Master, To the Last, DFT(Gorum's Swordmanship) Gozreh: Channel Endurance, Riptide Attack, Wave Master Green Faith: Green Faith Acolyte, (Not Deific Obedience) Iomedae: Disciple of the Sword, Hands of Valor, Iomedaean Sword Oath, Protective Channel, DFT(Iomedae's Inspiring Sword) Irori: Ki Channel, Master of Knowledge, Steady Engagement, DFT(Irori's Perfected Fist) Lamashtu: Channel Discord, Demonic Obedience, Destroy Identity, Fearsome Finish, Lamashtu's Mark, Nightmare Scars, DFT(Lamashtu's Carving) Nethys: Arcane Insight, Forceful Channel, Magical Epiphany Norgorber: Poisoner's Channel, Reject Poison, Shadow Dodge, DFT(Norgorber's Silent Shiv) Pharasma: Eerie Sense, Fateful Channel, Messenger of Fate Rovagug: Breaker of Barriers, Merciless Rush, Oath of the Unbound, Squash Flat, DFT(Rovagug's Thunder) Sarenrae: Bestow Hope, Glorious Heat, Sun Striker, DFT(Sarenrae's Mercy) Shelyn: Bladed Brush, Clarifying Channel, Divine Expression, Persuasive Performer Torag: Blessed Hammer, Steelskin Channel, Stone Strider, DFT(Torag's Patient Strikes) Urgathoa: Bolster Undead, Potion Glutton, Shatter Resolve, DFT(Urgathoa's Hunger) Zon-Kuthon: Bloodletting, Cruelty, Flagellant, Shade of the Uskwood, Welcome Pain, DFT(Zon-Kuthon's Flensing)
Achaekek: Bloody Sabres, DO Alseta: DO Apsu: Divine Barrier, DO Besmara: DO Brigh: DO Dahak: Hunter of Dahak, DO Ghlaunder: Siphon Channel, DO Groetus: DO Gyronna: Channel Hate, DO Hanspur: DO Kurgess: Intrepid Rescuer, DO Milani: Beacon of Hope, DO Naderi: DO Sivanah: Believable Veils, DO Ydersius: DO Zyphys: DO
Any Archdevil, Infernal Duke, Malebranche, or Whore Queen: Hellish Shackles Archdevils Geryon, Mephistopheles, and Moloch: DO
Any Demon Lord: Channel Discord, Demonic Obedience
Any Eldest: Fey Friend, Fey Obedience
Any Elemental Lord: Elemental Vigor
Any Empyreal Lord: Heroic Interposition Empyreal Lord with Obedience: Celestial Obedience
Minderhal: DO
Any Elder God: Unspeakable Bond Hastur: DO Xhamen-Dor: DO
Any Horseman: Aura of Succumbing
Yamasoth: Demonic Obedience
Mahathallah: DO

Spells

Abadar: Abadar's Truthtelling, Blessing of the Watch, Fairness Asmodeus: Shared Sacrifice, Spellcasting Contract (+lesser, greater) Calistria: Secret Speech, Seducer's Eyes, Vengeful Stinger Cayden Cailean: Drunkard's Breath, Enhance Water, Freedom's Toast, Pick your Poison Desna: Beacon of Luck, Dream Feast, Haze of Dreams, Traveling Dream Erastil: Deadeye's Arrow, Hunter's Blessing, Tracking Mark Gorum: Lighten Object (+mass), Swallow Your Fear Gozreh: Gozreh's Trident, Ice Armor, Read Weather, Sky Swim Iomedae: Burst of Glory, Inheritor's Smite, Light Prison, Weapons against Evil Irori: Abstemiousness, Channel Vigor, Replenish Ki Lamashtu: Monstrous Extremities Nethys: Channel the Gift, Fractions of Heal and Harm, Spell Gauge, Spell Scourge Norgorber: False Alibi, Lose the Trail, Night of Blades, Poisoned Egg Pharasma: Defending Bone, Early Judgment, Smite Abomination Rovagug: Brittle Portal, Face of the Devourer, Rovagug's Fury, Spawn Calling Sarenrae: Shield of the Dawnflower (+greater), Sign of the Dawnflower, Unwelcome Halo Shelyn: Aspect of the Nightingale, Tap Inner Beauty, Trail of the Rose Torag: Fallback Strategy, Firebelly, Hairline Fractures, Hammer of Mending, Ironbloom Sprouts, Tactical Formation Urgathoa: Ghoul Hunger, Plague Bearer Zon-Kuthon: Maddening Oubliette, Sadomasochism, Sympathetic Wounds, Touch of Bloodletting
Besmara: Advanced Scurvy, Cloud of Seasickness Brigh: Semblance of Flesh Groetus: Curse Item Lissala: Lissalan Snake Sigil Milani: Martyr's Last Blessing, Peasant Armaments Ydersius: Constricting Coils Zyphys: Curse of Unexpected Death
Geryon: Heretic's Tongue Mephistopheles: Seer's Bane
Baphomet: Bleeding Strike Deskari: Abyssal Vermin Kostchtchie: Frosthammer
Angradd: Planned Assault Bolka: Dwarven Veil Dranngvit: Bloodsworn Retribution Folgrit: Watchful Eye Grundinnar: Peacemaker's Parley Kols: Oath of Justice Magrim: Invigorating Repose Trudd: Mighty Strength
Ragathiel: Shield of Wings
Zursvaater: Stoke the Inner Fire
Hastur: Yellow Sign Xhamen-Dor: What Grows Within
Szuriel: Black Sword of War, Bloody Tears and Jagged Smile
Mahathallah: Create Drug

Religion Traits

Abadar: Eye for Quality, Eyes and Ears of the City, Honey-Tongued, Lover of the Law, Sense of Order, The City Protects Asmodeus: Contract Master, Demon Hunter, Fiendish Confidence, Liar's Tongue Calistria: Calistrian Courtesan, Enchanting Conniver, Holy Schemer, Opportunistic, Sacred Avenger, Wasp Whisperer Cayden Cailean: Adventurous Imbiber, Fortified Drinker, Good Natured, Strong Willed Desna: Faithful Artist, Good Dreams, Starchild, Stoic Optimism, Thrill-Seeker Erastil: Deadeye Bowman, Erastil’s Speaker, Erastil's Speaker, Patient Optimist, Provider, Wise Teacher Gorum: Battlefield Caster, Iron Grip, Shield-Trained, Strong Heart, Veteran of Battle Gozreh: Child of Nature, Natural Philosopher, Strong Swimmer Green Faith: Eyes of the Wild, Know the Land Iomedae: A Shining Beacon, Divine Warrior, Purity of Faith, Regal Presence, Searing Beacon Irori: Centered, Eternal Understanding, Seer of Reality, Sensing Imperfection, Wisdom in the Flesh Lamashtu: Deformed, Demonic Persuasion, Mother's Rage, Mother's Teeth, Opportune Slayer, Unhinged Mentality, Voice of Monsters Nethys: Arcane Depth, Magic is Life, Thirst for Knowledge, Underlying Principles Norgorber: Poisonous Slayer, Practiced Deception, Secret Knowledge, Shadow Whispers, Venom-Drenched Pharasma: Corpse Hunter, Spirit Guide, Stabilizing Touch, Undead Slayer Rovagug: Bestial Wrath, Destructive Blows, Fury, Hatred of the Gods, Sacred Smasher, Wrecking Wrath Sarenrae: Ambassador, Blade of Mercy, Cleansing Light, Cleansing the Twisted, Dawn Renewal, Envoy of Healing, Flame of the Dawnflower, Illuminator, Light-Bringer, Strength of the Sun, Under Siege Shelyn: Ear for Music, Inner Beauty, Intense Artist, Self-Sacrifice, Unswaying Love Torag: Battlefield Caster, Defensive Strategist, Eye of the Father, Guardian of the Forge, Protective Faith Urgathoa: Corpse Cannibal, Deathspeaker, Denial of Fate, Inoculated Zon-Kuthon: Battlefield Surgeon, Demoralizing Presence, Kuthite Caster, Pain Is Pleasure
Achaekek: Deep Wounding, Frightening Speed Alseta: Opener of Doors Apsu: Inspiring Leader, Scaly Ally Besmara: Besmara’s Name, Cheat Death, Deck Fighter, Expert Boarder Brigh: Nimble Fingers Keen Mind Dahak: Dragon Tracker, Dragonslayer Ghlaunder: Diseased Heart, Potent Concoctions Groetus: Broken Mind Gyronna: Vindictive Strike, Wronged Hanspur: Light Sleeper, River Freedom Kurgess: Strength’s Fanfare, The Flexing Arm Lissala: Loreseeker Milani: Split-Second Defense, Talented Organizer Naderi: Empty Heart Full Heart Nivi Rhombodazzle: Agent of Chance Sivanah: Strip the Veils, Veils upon Veils Ydersius: Serpentine Squeeze Zyphys: Accident Resistant, Fatal Trapper
Any Archdevil: Flames of Hell
Shizuru: Ancestor's Blade, Pristine Reputation
Any Demon Lord: Demonic Persuasion Zura: Blessing of the Feast
Angradd: Angradd's Valor, Battlefield Caster, Rousing Courage, Well-Prepared Bolka: Alluring, Wedded Bliss Dranngvit: Furious Vengeance Droskar: Extended Toil, Resigned, Toilcrafter Folgrit: Blessed Orphan, Folgrit's Bounty, Folgrit's Mercy Grundinnar: Honeyed Words Kols: Strict Judgment Magrim: Gifted Medium Trudd: Battlefield Caster, Guardian Smite, Mighty Protector, Steady Strength
Any Eldest: Shaper of Reality
Any Elemental Lord: Affinity of the Elements
Findeladlara: Structural Knowledge Ketephys: Favored Prey Yuelral: Magic's Might
Any Empyreal Lord: Empyreal Focus Andoletta: Andoletta's Consolation, Enemy of Delusion Arqueros: Eye of Arqueros, Living Bulwark Dalenydra: Scarred by War Ragathiel: Avowed Inspiration, Redeemed by Ragathiel Vildeis: Blind Zeal, Bloody Vengeance, Resilient Martyr
Hadregash: Strength of the Barghest Venkelvore: Restless Hunger Zarongel: Wolf Cub Zogmugot: Flounderer
Any Great Old One or Outer God: Dreamed Secrets
Chaldira: Call for Help, Chaldira's Luck, Lessons of Chaldira, Mischievous Smile, Reckless Luck Thamir Gixx: Always Threatening, Backstabber
Any Horseman: Covenant of Abaddon

Archetypes

Deity with Obediences: Divine Champion (Warpriest) Asmodeus: Asmodean Advocate (Cleric) Gozreh: Crashing Wave (Cleric) Green Faith: Green Faith Initiate (Druid), Green Faith Marshal (Inquisitor) Iomedae: Iomedaen Enforcer (Paladin), Sword of Valor (Paladin) Norgorber: Reaper of Secrets (Inquisitor) Sarenrae: Dawnflower Dervish (Bard), Sunsinger (Skald)
Achaekek: Mantis Zealot (Warpriest) Apsu: Silver Champion (Paladin) Besmara: Kraken Caller (Druid) Gyronna: Hag of Gyronna (Witch)

Prestige Classes

Deity with Obediences: Evangelist, Exhalted, Sentinel Abadar: Balanced Scale of Abadar Cayden Cailean: Brewkeeper Desna: Sphere Singer, Spherewalker Erastil: Hinterlander Gozreh: Storm Kindler Green Faith: Green Faith Acolyte Iomedae: Heritor Knight, Inheritor Crusader, Knight of Ozem Irori: Champion of Irori Sarenrae: Dawnflower Anchorite, Dawnflower Dissident Shelyn: Devoted Muse Torag: Sacred Sentinal Zon-Kuthon: Umbral Court Agent
Kurgess: Darechaser Milani: Rose Warden
Any Demon Lord: Demoniac
Empyreal Lord with Obedience: Mystery Cultist Ashava: Ashavic Dancer Pulura: Stargazer Ragathiel: Crimson Templar Soralyon: Runeguard Vildeis: Scar Seeker
Any Horseman: Souldrinker
Yamasoth: Demoniac
No Deity: Pure Legion Enforcer Not Norgorber: Westcrown Devil

Other

Gorum: Cannot cast rusting grasp. Druids are allowed to wear metal armor but still can't cast and it still doesn't meld. Green Faith: No Clerics. Domains are for druids. Not actually a deity. Lamashtu: Druids/Rangers can use summon nature's ally spells to summon fiendish animals from the same level summon monster list. Nethys: Cannot grant creatures spellcasting abilities if they cannot already use spells or spell-like abilities. Pharasma: Death domain has speak with dead, antilife shell, and symbol of death instead of animate dead, create undead, and create greater undead. Souls subdomain has speak with dead instead of animate dead. Urgathoa: May draw diseases into themselves as they heal their targets with remove disease; they become carriers without suffering ill effects. Contagion spells always use the caster’s spell DC for the disease’s secondary saves. Zon-Kuthon: Inflict spells cause visible slashing wounds but still deal negative energy damage.
Apsu: No oracles. Ghlaunder: Clerics, druids, and rangers can choose to affect vermin instead of animals with animal-oriented spells, such spells no longer affect animals. Milani: Clerics, inquisitors, and warpriests get Legend Lore as a 4th level spell to learn about 1d4-1 previous Milani followers' memories, always same people afterwards, no memories learned on a 0.
Baphomet: Witches can prepare monstrous physique at same levels as wizards. Kabriri: Clerics and oracles can create a ghul or great ghul with create undead from the corpse of a genie (minimum CL 15) and they can add the fiendish template when creating a ghoul, ghast, ghul, or great ghul at double the cost or with a human sacrifice.
Extra notes: the page for Matravash and a couple others are broken for me, but it doesn't seem like they have anything anyway.
This took me 6 hours and has over 14,000 characters.
submitted by 111phantom to Pathfinder_RPG [link] [comments]


2017.03.29 23:08 Pale_Kitsune Starting a nee character at level 7 (maybe 8) in Giantslayer. Wood school wizard--all the way or Mystic Theurge?

Either way, will follow Yuelral, more or less depending on choice. I haven't played wizard or cleric in pathfinder (have in 5e), and strangely none of my groups have had a cleric or wizard. I'm not certain if I should keep the control, or have divine support as well in a party with very light heals (only scald and wands).
*new. Why do you only help when not wanted, auto correct?
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2016.04.21 15:25 Elliptical_Tangent Yuelral's Blessing Spell List (x-post /r/Pathfinder_RPG)

Working on a "Chronomancer" Wizard and wondered if the Arcane Discovery Yuelral's Blessing was really worth it. So I made a list of all the spells that are on both classes spell lists:
Yuelral's Blessing Spell List
If you find missing spells, let me know and I'll add them.
submitted by Elliptical_Tangent to Pathfinder [link] [comments]


2016.04.21 15:14 Elliptical_Tangent Yuelral's Blessing Spell List

Working on a "Chronomancer" Wizard and wondered if the Arcane Discovery Yuelral's Blessing was really worth it (my decision is a soft "no"). So I made a list of all the spells that are on both classes spell lists:
Yuelral's Blessing Spell List
If you find missing spells, let me know and I'll add them.
submitted by Elliptical_Tangent to Pathfinder_RPG [link] [comments]


2016.03.23 18:21 Apupunchau77 Through the Ruby Lens - Sects of the elven deity Yuelral

Through the Ruby Lens - Sects of the elven deity Yuelral submitted by Apupunchau77 to Pathfinder_RPG [link] [comments]


2016.03.19 15:35 Apupunchau77 [Factions] Through the Ruby Lense - Follower of Yuelral [Pathfinder]

[Factions] Through the Ruby Lense - Follower of Yuelral [Pathfinder] submitted by Apupunchau77 to loremasters [link] [comments]


2016.01.30 00:49 Sinistrad [LFA] High Elven "Chronomancer" (Diviner wizard with Transmutation focus)

Basics: Name: Aeternia Female Rich red hair, wavy/curly Green eyes Olive complexion Height: 6'0" (1.8 meters) Build: Slim Demeanor: Poised and regal
Clothing: Aeternia has a few Ioun stones orbiting her head as well as a gem encrusted headband made of precious metals exhibiting a fine, delicate elven design. Adorning her neck and fingers are various magical rings and amulets. She wears an ornate, almost ostentatious, robe that incorporates celestial iconography and brass and bronze clockwork-inspired designs. In one of her hands she has a rod of Quicken Spell, made of a twisted bronze spiral that curls around multiple small hourglasses and is capped with a glassy sphere filled with swirling quicksilver. Her feet (probably not visible beneath the robe depending on the design) are wrapped in magical sandals that allow her to move and react at incredible speed.
Details:
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2015.11.03 12:54 Sinistrad Someone asked me to post my "Chronomancer" build a while back. She's about to retire, so here it is.

-11th level Elf Wizard (Foresight Diviner) of the Scarab Sages- Oppsition Schools: Illusion/Enchantment Racial trait: Fleet-foot (+2 init, Run feat) replaces Weapon Familiarity and Keen Senses
Stats: STR - 7 DEX - 18 CON - 12 INT - 28 (20 + 6 headband + 2 levels) WIS - 7 CHA - 7
Initiative Total: 22
Traits: General Trait: Warrior of Old +2 initiative General Trait: Magical Lineage: Slow
Familiar: Greensting Scorpion (or any other that can hide in your robes and give you +4 initiative)
School Powers: Forewarned (Su): +5 initiative, always act in the Surprise Round Prescience (Su): Free action at the beginning of your turn to save a die roll, you can use it in place of any roll you are required to make. Foretell (Su): Grant a luck bonus to nearby allies or penalize nearby enemies by predicting the immediate future (handy when I don't feel like casting spells)
Feats: Elf: Run Wizard: Spell Focus: Transmutation Lv1: Improved Initiative Lv3: Greater Spell Focus: Transmutation Lv5: Heighten Spell Wiz5: Preferred Spell: Slow Lv7: Yuelral's Blessing Lv9: Ambuscading Spell Wiz10: Time Stutter (Su) Lv11: Persistent Spell
Gear: Cracked Dusty Rose Prism Ioun Stone (+1 intiative) Lesser Quicken Rod +6 Headband of INT (Escape Artist, Fly, Knowledge Engineering) Sandals of Quick Reaction (move + standard in the surprise round) 2x Spring Loaded Wrist Sheathes with Grease and Surecasting wands Wayfinder with clear spindle ioun stone ALL THE TANGLEFOOT BAGS Handy Haversack (Could almost go with an Efficient Quiver instead) Lesser Extend Rod Pearl of Power
Key Spells: Heightened Awareness (Insurance against low initiative rolls. Also, knowledge of enemies is a powerful weapon.) See Invisible Pilfering Hand Grease Stone Call Euphoric Cloud SLOW with tanglefoot bags used as alchemical power components Haste Shifting Sand Black Tentacles Hungry Earth Obsidian Flow Wall of Force Tar Pool Emergency Force Sphere Disintegrate True Seeing
Low level tactics (1-4): Grease enemy weapons or trip them with it, cast Break on armor shields and weapons, Hydraulic Push enemies into hazards, Thunderstomp to trip enemies next to your allies, Euphoric Cloud to split encounters, Stone Call for a huge aoe of guaranteed damage and difficult terrain, See Invisible often (it averts TPKs)
Mid level tactics (5-8): Slow is your bread and butter from now on. Sacrifice your Divination slots to cast it! Surprise round move+standard because sandals! Slap groups of enemies with Slow and burn some tanglefoot bags to debuff the everliving shit out of them. They'll be at 1/4th their normal speed and have a decent chance of being glued to the spot or falling from the sky (DC 15 reflex at a -3 penalty). Even if they make the strength check or do the 15 slashing damage, they're staggered and have wasted another turn. Also at this level, Stinking Cloud is good for splitting up encounters, but it is more disruptive to the party. Shifting Sands is amazing if you happen to be on natural terrain, and combines well with Slow. At 7+ Slow, Obsidian Flow, and Black Tentacles are all amazing options for the Surprise Round. Any time you cast Black Tentacles always burn a Prescience that round. If it's a good roll use it for your Black Tentacles roll.
High level tactics (9-11): You'll have access to Time Stutter and quickened spells at this point. Identifying a crucial encounter to use Time Stutter on is important, but the results are amazing. At 11 your Surprise Round should look something like this (separated the various options with "/"): Quickened Tanglefoot Slow -> Move -> Time Stutter -> Quickened Shifting Sands/Stinking Cloud -> Black Tentacles/Hungry Earth/Tar Pool -> Move -> End Surprise -> 1st round of normal combat, you still go first and enemies are still flat-footed -> Quickened Slow/Shifting Sand -> Obsidian Flow/Black Tentacles/Hungry Earth.
Congratulations, you just got the drop on some enemies and cast five spells before they could even take an action. They're all likely staggered, entangled, and possibly grappled, wasting their precious single action per round attempting to extricate themselves from your myriad impediments. Toss a Haste to your party and enjoy the show.
Exception: Always use Prescience at the beginning of the surprise round if there are clear targets. If you roll a natural 20, save it. Set it aside. Quicken a True Strike. Cast Disintegrate on the biggest baddest enemy, use your natural 20 to threaten a crit, and your True Strike to avoid any miss chance and almost guarantee a successful confirmation roll. The DC is 27, and they get a -2 penalty on the save. On a failure, that's 44d6 damge (avg 154 dmg).
Other Tricks: Grease: Your headband should get Escape Artist before anything else. If you are grappled or need to use Escape Artist, you can access a Grease wand as a swift action, and then use it as a standard, even in a grapple. This gives you a +10 to your CMD to avoid the grapple and a +10 to any Escape Artist or CMB checks to get out. This will then stack with anyone who tries a Liberating Command to set you free. Alternatively, if your friend is grappled, do not cast Liberating Command as an immediate action, using spells slots (not wands) cast grease normally and then cast Liberating Command. At level 11 this adds up to a +30 on their check to break free.
Prescience (Su): In addition to using it for Black Tentacles and Disintegrate, at lower levels waiting until a good Prescience roll to try things like Pilfering Hand or Hydraulic Push is a fantastic idea. Later, use Quickened True Strike + Prescience for truly spectacular combat maneuvers when you really MUST disarm an enemy or shove them a long distance (like through their own Blade Barrier!). The key is to pull off really impressive tricks at JUST the right time to swing the encounter. Disarm the BBEG's nasty weapon despite his ridiculous CMD! Trip that baddie while three of your friends are threatening it. Prescience, even when the roll is not great, lets you know what you're working with rather than praying for a good roll. There's a lot of situations where it becomes "don't roll a one." If your saved die is not a one, there ya go! Use it! If you can't use a low roll, choose another action that's less reliant on your own die rolls. It especially shines any time you have an obstacle to overcome. If you need to make a risky jump or climb check, burn a couple Prescience rolls until you have a guaranteed success. Monster with a gaze attack? Keep your eyes closed until you roll well enough, then open them, cast any spells you want, make your save, and then close your eyes again before your turn is over. The list goes on and these are only a few of the things you can do.
Contingent nonsense: Contingent Action + Contingency are great spells. You can put a Contingent Action in a Contingency. Make the Contingency trigger as normal and release the Contingent Action. Set the Contingent Action to something universal that would always trigger. Now you have a Contingent Action that lasts days per level instead of minutes. My favorites are a single move when I speak a command word (useful when VERY BAD THINGS are happening in a room, just leave!), Liberating Command (so you can use it on yourself), Catatonia (play dead and even count as a corpse for most effects for the duration), or any obvious abjuration spells if you know what's coming up (like lots of fire damage).
Use slow to "counterspell": Non-damaging spells incur a concentration check. If affected by a non-damaging spell, the concentration DC for the enemy is your Slow save DC + the spell level they're casting, and if you burn a tanglefoot bag, they have to make another concentration check 15 + spell level from being entangled as well. This is better than counterspell because the odds off success are roughly the same or better, but you get the benefit of slapping that enemy caster with a nasty debuff as well.
TL;DR Super high initiative and a good variety of mostly transmutation spells to completely shut down enemies in the surprise round. Also, try to maneuver things to protect your allies and always ask to make knowledge checks and pass that information to your team mates.
submitted by Sinistrad to Pathfinder [link] [comments]


2015.10.15 07:05 Makkiii build me a Magical Paladin

I'd like to make a Paladin that makes good use of magic. Maybe a half-elf Paladin of Yuelral or something like that. Yes, their spell spells/day is limited and yes, their caster level is lacking, but there are ways to improve that.
other ideas? What domains would be particularly suited due to their powers and spells?
submitted by Makkiii to Pathfinder_RPG [link] [comments]