Monday, November 13, 2017

Poisoning (semi)-effectively in PFS (Part 1)

Disclaimer: The first part is my exploration into the ‘potential’ effectiveness of poison use in PFS play, I’ve been experimenting with a series of builds in a variety of classes to replace my nerfed Lore Warden/Trapsmith that just doesn’t work after the recent changes from the Adventurer’s Guide. (That is a rant for another day)
One of these is testing out a race boon I’ve had a while, the Vishkanya racial boon, given their naturally toxic nature. The fact my Lust Wizard/Enchanting Courtesan just about has access to poison use and several interesting options for playing with them also peaked my interest.

The Pros: You can really wreck a bad guy with a good selection of poisons! We are talking all sorts of things like attribute damage/drain, special conditions or even killing them! Poison Use gives you access to a part of those chronicles no one else uses.

The Cons: Poison ain’t cheap, from what I’ve seen and read they cost a lot and have no rhyme or rhythm to why they cost. You can get a poison with a crappy DC, for hundreds and even THOUSANDS of gold. In play/Roleplaying considerations, poison is bad mmmmkay? Some of your party members will not like it. It will definitely offend your foes possibly to the point of of deciding you got to die RIGHT NOW.

Tricks of the (nefarious) trade
- Abilities: these come in several sources: Poison Use (class or racial) is all but needed to be effective. (with a caveat, check the gear section) The big five classes for this are: Alchemist, Investigators, Ninja, Rogue and Stalker; Grippli, Nagaji and Vishkanja to varying levels of utility.
 —Poison Use: Nearly a must have. Why? Without it you can’t buy or craft poisons. You have to rely either on the charity of your local party crafter (who has acces to them but has to pay) or what you find in mid-adventure (which is definitely hit or miss). Additionally you run the risk of poisoning yourself in the mix, which means that nice deadly poison is suddenly not so cool as you are trying to gulp down an antitoxin when Mr ‘Nat-1’ comes visiting. That is a 5% failure rate anytime you handle the envenomed weapon, so.... remember how many times you handle it before trying it without poison use. You have been warned.
— Racial Poison Abilities:
 — Grippli: They have an alternate racial feature, toxin skin, which is accessible by them as an Alchemist Discovery via access to the Bogborn Alchemist as well as access to Black Marsh Spider venom (800 gp, adds in 1 rd of confusion to Dex damage. Alchemist fc bonus to toxic skin uses/day
  — Nagaji: Alchemist class bonus to crafting poison, the ability (from a feat) to spit poison. The hit to Int makes it hard to go all Alchemist but the fc bonus might work if you’re splitting your levels among several classes. Only so-so in my opinion, but a Nagaji Rogue is all sorts of nasty built right.
 — Vishkanya: Premiere poisoner race. Full stop. Racial poison use feature allows best flexibility in class choice; allowing access to Poison use even if your archetype trades it in. Keep in mind that most such archetypes also remove access to quicker application of poison. You got feats to supplement your poison for sleep toxin (A rare poison on the approved list), and with the arrival of Deadly Kiss/Vishkanya Perfume from the Villans codex you can change the toxin from injury to contact and inhaled. Several facials items add in even more fun. Keeping in mind, aside from a few items, your racial poison depends on your Con bonus.
- Class Abilities:
— Alchemist: Top tier poisoner. Period. You got archetype fun (Eldritch Poisoner), Discoveries and class abilities. Alchemists get poison use, ability to apply them quickly, and resistance/immunity to them. Discoveries merit a whole section to itself, check it out. Investigators get a bit of this with their access to Discoveries
— Rogues: (and Ninja, Slayers oh my..) Requires either access via talent or archetype mostly but they  have some nice tricks too. Plus everyone of them have Sleight of hand as a class skill. The feats will be discussed in its sectio and so will the talents in theirs. Class abilities vary a bit but most of the fun requires follow up and supplements from feats, talents and gear. The Master Poisoner ability, from the Poisoner Rogue, will get special discussion later.

- Feats:
— Adder Strike/Pinpoint Poisoner (UC): Lets you apply a poison to two unarmed strike locations or two darts. Mostly of use to folks like monks and/or brawlers with flurry of blows.
— Brewmaster (Advanced Race Guide): Playing a dwarf, get a bonus to craft (alchemy) AND a bonus to ingested poison DCs.
— Daggermark Lore (Advanced Class Origins): Got a favored poison? Increase the number of saves by 1 and the DC to recognize/neutralize poison it by 5
— Deadly Kiss/Vishkanya Perfume (Villans Codex): lets you change your Vish’s poison type to contact and inhaled respectively.
— Deep Toxin (Dirty Tactics Toolbox): Using vital strike with a poisoned weapon, let’s you deliver a poison in a way that increase its time buy one and immediately onsets. The high to hit makes it useful for Slayers and strength based Alchemists and Rogues.
— Divine Fighting Style (Calistra, Weapon Master’s Handbook): Lets you apply a contact poison to a whip (and three doses at advanced) that works even if you don’t hurt the target.
— Insightful Deliver (Advanced Class Guide): add half your studied strike dice to the poison DC. Fairly high studied strike die requirement (4d6).
— Pernicious Stab (Giantslayer’s Handbook)/Treacherous Toxin (Dirty Tactics Toolbox): Both trade sneak attack for increases to poison DC, pernicious is 2d6/+1, while treacherous is 1d6/+1 BUT is capped to 15 + character level. Depending on your build and poison in hand utility will vary. Keep in mind this is AFTER all other DC bonuses are added in.
— Subtle Poisoner (Alchemy Manual): Draw and poison as part of the same action.
— Toxic Spell (Dirty Tactics Toolbox): Infuse a poison into a spell. You pick a single creature in the spell's AOE and it has to make a save vs the poison. Note: Uses the poison's DC not the spell, but you can do all sorts of nasty things. Add in a Chelish Death Apple to oh.. Cloud Kill and leave the caster in the middle of noxious toxic death. Additionally, depending on various abilities (class, racial, item based, ect) it adds the poison descriptor.

- Discoveries:
— Celestial Poisons. (Champions of Purity): Allows you to poison evil creatures that are normally immune to poisons. Evil outsiders, undead, ect. Critters that normally aren't effected who occasionally are built with less than sterling Fort saves. Besides who doesn't like poisoning something that doesn't expect it?
— Concentrate Poison (Advanced Player's Guide): Use two does of poison into one, increases frequency by 50% and the DC gains a +2 but it has to be used within an hour of creation.
— Deadly Excretions (Advanced Race Guide): Changes the Grippli's poison from dex to con damage, requires the toxic skin racial trait
— Malignant Poison (Dungeoneer's Handbook): A truly nasty discovery that increases the DC of the poison by 4, increases frequency by 2 increments. Changes it to an immediate onset rather than what it is normally. After minutes equal to Alchemist's levels, it reverts back. Higher level requirement than concentrate poison but it doesn't require multiple doses or lose the poison after the duration.
— Nostrum (Heroes of the High Court): Allows the creator of an infusion to put in an ingested poison into the infusion, and then delay onset up to a number of hours equal to his Int bonus at the time of discovery. Not particularly useful in PFS play but you never know..
— Poison Bomb
— Poisoned Explosive (Dirty Tactics Toolbox)
— Precise Poison (Inner Sea Monster Codex)
— Sticky Poison
— Toxic Skin (Advanced Race Guide) Basically giving the racial trait Toxic Skin to any Bogborn alchemist.

- Gear:
— Blackfinger Paste (Rival Guide): For those who want to use poison without poison use.
— Poison Diffuser (Alchemy Manual)  Lets you do a time delay cloud of poison, anyone passing within 5 feet of the diffuser can suffer from a contact or ingested poison like it was an inhaled gas for 3 rounds after activation.
— Poison Lip Paint (Ultimate Intrigue) This one is pretty much self evident.
— Poison Tattoo (Advanced Rivals Guide): A temporary tattoo of henna like paste that adds a +2 DC of the next of Vishkhanya venom.
— Poisoning sheath (Ultimate Equipment): Full round to pour in the poison, then the first time you pull the blade in four hours it applies the poison.
— Snake-tongue concoction (Adventurer's Armory 2): Lets you spit saliva onto a blade as black adder venom or if you're a Vishkhanya it adds another daily use of your poison. For 50 gp a use, and it's an alchemical item, so you can craft them if you're an alchemist.
— Vector Ink (Alchemy Manual):  Lets you literally give a poison letter to folks.

- Magic:
<To be added to later.. still evaluating this part>

- Prestige Classes:
— Assassin, Red Mantis Assassin and Daggermark poisoners: These types are out there, Limited one off boons. You might see them, enjoy playing with them.
— Enchanting Courtesan (Inner Sea Intrigue): Very nice caster with some neat tricks. Sleight/bluff to hide spells, the ability to change a poison's effect type, use contact poisons with a touch attack AND magic. Lots of fun let me tell you.

- Rogue Talents:
— Deadly Cocktail (Advanced Player's Guide) Apply two poisons at the same time. Either the same poison or two different poisons. Could make for a very interesting mix of fun.
— Knockout Queen (Adventurer's Guide) Limited uses of Drow Sleep poison. A very good knockout drug but one you don't see on the chronicles.
— Lasting Poison  (Advanced Player's Guide): Add the number of times a poison application lasts on a weapon. For a -2 to DC you get to add your Dex bonus in uses before it wears off. That can EASILY make up for the -2 if you are a multiple attacking/sneak attacking/flatfooted attack. -2 to DC, +2 to DC for each application (say 3 or 4 attacks with TWF, you could end up with a +2 or 4 to DC easily.)
— Poison Bombs (Ultimate Combat): Useful for a ninja, not as much for a rogue given you need the Ki pool and the Smoke Bombs talent. Of course Eldritch Scoundrel can replace spell castings for ki Points. Still need smokebombs first.
— Poison Use (Blood of Shadows) The gateway talent to poison use.
— Swift Poison (Advanced Player's Guide) If you don't have other ways of reducing the actions require for applying poison, this can be useful.

- Skills
— Craft (Alchemy): Needed to craft most poisons as well as recognize most toxins out there. You can add a LOT of things to your craft roll for poison. HINT: If it doesn't explicitly state that your character class can USE Craft (Alchemy) to craft poisons (Like Alchemist, Poisoner Rogue, ect) expect table variance. Some folks are going to insist that its like the Alchemist's craft alchemical items and limited to those classes/archetypes that outright state they can.
— Heal: Knowing how to treat the poisons can be useful, .at least when your side is poisoned, and there are things out there that can help out. (Healers Kit and Antitoxin both add to the treatment roll btw)
— Knowledge (Nature): Identifying toxic critters in nature
— Sleight of Hand: Applying poison, hiding poisoned weapons. Fun toy out of Ultimate Intrigue, the wrist launcher requires this to discretely fire this at a potential victim (as well hide it from discovery).

Saturday, November 11, 2017

Andrew's 'X' Items of underused utilty.

There is an amazing number of underutilized and underestimated items in Pathfinder that never hit the 'required' items list like Swarmbane scarab, alchemist's fire, and the obligatory 2 PP wand of cure light wounds.
Here are a few ideas and items. Some I'll make the comments on the ones that I have used or plan to use, but check out the others.

Armor Enchantments:
Going to keep these in the 'plus-less' enhancements of 5,000 gp or less (with two exceptions)
- Burdenless (Advanced Class Guide) Good for low strength PCs, adding it to my favorite set of 'caster armor' of Silken ceremonial armor.
- Comfort (Pathfinder Society Guide) Self -cleaning, endure element.. good things. Plus you can sleep in your armor with it.
- Corsair (Advanced Class Guide)
- Creeping (Ultimate Equipment)
- Cushioned (Armor Master's Handbook)
- Glamered (Core Rulebook)

Weapon Enchantments
- Concealed (Greater/Lesser, Spymaster's Handbook)
- Dry Load (Ammo, Ultimate Combat, Ultimate Equipment)
- Exclusionary (Advanced Class Guide)
- Glamered (Ultimate Equipment) .
- Impervious (Ultimate Equipment)
- Phantom (Ammo, Ultimate Combat, Ultimate Equipment)
- Resizing (Giant Hunter's Handbook)
- Shrinking (Melee Tactics Handbook)
- Sniping (Various, Range Tactics Toolbox)
- Spike Hilt (Dirt Tactics Toolbox)
- Undine Weaponshaft (Advance Player's Guide, Ultimate Equipment)

Magic Items
- Aegis of Recovery (Rival Guide)
- Aerialist's Rod (Villain Codex)
- Backbiter's focus (Harrow Handbook)
- Bladed belt (Ultimate Equipment)
- Blinkback belt (Ultimate Equipment)
- Corset of Delicate Moves (Melee Tactics Toolbox)
- Gloves of Arcane Striking (Ultimate Equipment)
- Gutbite Belt (Inner Seas Gods)
- Metamagic Rods (Various, Ultimate Equipment, others)
- Metamagic Gems (Rival Guide)
- Riffle Scroll (Inner Sea Magic)
- Sash of the War Champion (Advanced Player's Guide, Ultimate Equipment)
- Tunic of careful casting (Ultimate Equipment)

Books
- Blue Book (Ultimate Equipment)
- Pathfinder Chronicles (Adventurer's Guide, Inner Sea World Guide)
- Pathfinder Chronicles (Selected volumes, Pathfinder Society Primer)

Adventuring Gear
- Burglar's torc (Dirty Tactics Toolbox) Hidden lockpicks and other tools.
-Thief's ring (Dungeoneer's Handbook) A great last backup that lets you pick manacles, while wearing them.

Alchemical Remedies
- Air Crystal (Pathfinder Society Field Guide)
- Alchemist's Kindness (Advanced Player's Guide, Ultimate Equipment)
- Blood-boiling Pill (Alchemy Manual)
- Blood-chilling Pill (Alchemy Manual)
- Elemental breath (Advanced Race Guide)
- Troll Stypic (Adventurer's Armory 2, Seeker of Secrets)

Alchemical Tools
- Alchemical Solvent (Advanced Player's Guide, Adventurer's Armory, Ultimate Equipment)
- Armor Ointment (Armor Ointment)
- Blackfinders Paste (Rival Guide)
- Efreeti Cord/Switch (Ultimate Intrigue)
- Troll Oil (Ultimate Equipment)

Alchemical Weapons
- Acid Neutralizer (Alchemy Manual)
- Artoku's Fire (Alchemy Manual)
- Blanch Bomb (Various, Alchemy Manual)
- Congealer Spray (Alchemy Manual)
- Fuse Grenade (Adventure's Armory, Ultimate Equipment)
- Ghast retch flask (Ultimate Equipment)
- Holy Weapon Balm (Advanced Class Guide)
- Liquid Blade (Ultimate Equipment)
- Pellet Grenade (Various, Ultimate Equipment)
- Slime Grenade (Alchemy Manual)
- Slime Slow (Demon Hunter's Handbook)
- Stormstone (Alchemy Manual)
- Tangleburn bag (Ultimate Equipment)

Tools
- Balancing Pole (Advanced Player's Guide, Adventurer's Armory, Ultimate Equipment)
- Bottled Sunlight (Undead Slayer's Handbook)
- Climber's Kit (?)
- Masterwork Tool (Core Book)
- Musical Instrument, Masterwork (Core Book)
- Musical Instrument, MW Silver (Occult Adventures)
- Spiritbane Spike (Undead Slayer's Handbook)


Monday, August 14, 2017

The Magaambyan Intiate/Arcanist




The Magaambian Intiate/Arcanist.

With the recent release of the Adventurer’s Guide a few new archetypes and some old ones have been release. One of the new ones is the Maagambian Intiate, an Arcanist archetype that lets you do a lot of things only done by the Maagambian Arcanist prestige class. Halcyon Magic and a good aura like a cleric, utilize spell mastery in the same way as the class does, and the various types of spontaneous spell mastery and changing spells on the fly. 

Additionally it lets you continue on these in the prestige class as well, though the mechanism for some are a bit diffent. The arcanist archetype gets to pick a Druidic spell of any level they can cast, including their current highest level whereas the prestige class can pick any spell 2 levels BELOW their highest level. A big and telling difference. One perk pointed out is that the prestige class allows the arcanist to continue accumulating points in their arcane reservoir. Which means they can use their exploits more as they level, though due to the archetype’s progression change they have fewer chances at a ‘free exploit’ as they level up than a normal arcanist. 

Halcyon magic makes up for some of the ‘free spells’ you can progressing as an arcanist though they are of typically lower level and only one for the 2/level you get as an arcanist. You get access to Druid spells, which has some interesting implications. You can work in Summon Natures Ally, which gets you access to critters you might not see with Summon Monster, but it’s a bit of a trap as you’ll never get access to the fun critters like a cyclops till long after you get access to the ‘big bad’ list on Summon Monster. You can be the ‘back up’ healer guy with access to Cure l/m/s Wounds, Restoration, Slow/Neutralize Poison, Remove Disease and so on. Useful spells even if you’re just using access to them to access scrolls of them. If you partner with an animal companion user, you can throw out things like Magic Fang (and greater), Lockjaw and about a dozen or so ‘critter buffs’ that make Fido the wonder mutt suddenly become a much more scary puppy or add in other buffs that let you (or others) fill roles. Druid also have some fun spells for crowd control and debuffing like the Entangle spells (Sickening and Burning) and Faerie Fire and so on. Nasty stuff in the right environment. 


Starting off.. 

Aishia @ 1st Level
Human (Garundi) arcanist (magaambyan initiate) 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 122)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (1/4), consume spells
Arcanist (Magaambyan Initiate) Spells Prepared (CL 1st; concentration +5)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Scholar[ISWG], Spell Mastery
Traits tomb raider, wise teacher
Skills Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (nature) +10, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +5, Spellcraft +8
Languages Ancient Osiriani, Aquan, Auran, Common, Ignan, Osiriani, Terran
SQ halcyon spell lore
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+4 Spells <see Notes>) You can prepare the chosen spells without a spellbook.

Notes: This is Aishia at the start of her journey. Spell Mastery can wait but you need at least one of these as well as scholar, so get it over with and start with them. Halcyon Spell Lore requires a ‘at that moment’ spending Of reservoir points to access those Druid spells but you have access to any one Druid spell of 1st level (or cantrip if you like) but it’s also on your SPELL list.. so you can use wands/scrolls. Hence the role of backup healer suddenly being yours. 


Aishia @4th Level
Female human (Garundi) arcanist (magaambyan initiate) 4 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 122)
NG Medium humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (4d6+4)
Fort +2, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (2/7), arcanist exploit (dimensional slide[ACG]), consume spells
Arcanist (Magaambyan Initiate) Spells Prepared (CL 4th; concentration +9)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats Scholar[ISWG], Spell Mastery, Spell Mastery
Traits tomb raider, wise teacher
Skills Craft (alchemy) +9, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +14, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +9, Linguistics +12, Perception +8, Spellcraft +12, Survival +1, Use Magic Device +8
Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Kelish, Osiriani, Terran, Thassilonian
SQ halcyon spell lore
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (40 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+10 Spells <see Notes>) You can prepare the chosen spells without a spellbook.


Notes: Now at 4th level, Aishia has a bit more to play with, 4 spells in Halcyon spell lore grants a bit more bite or utility depending on your picks, and access to an exploit. I went with dimensional slide but you could choose pretty much anything that you qualify at this point. Metamagic to gain access to those feats your missing out on by buying spell mastery a second time but you now how 10 spells you’ll never forgot and 15 to 20 with next levels bonus and regular feats (if you got for both) 
In two levels, you’ll be eligible for the prestige class so pay attention to those skills and thanks to your jump to 20 Int you’ll add in skill points and a free spell. Pick it for the best effect because starting @ 7th you’ll be paying for you spells all the time. 


Aishia @7th level
Female human (Garundi) arcanist (magaambyan initiate) 6/magaambyan arcanist 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 118, 122)
NG Medium humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 37 (7d6+7)
Fort +3, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (4/10), arcanist exploit (dimensional slide[ACG]), consume spells
Arcanist (Magaambyan Initiate) Spells Prepared (CL 7th; concentration +12)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 14
Feats Scholar[ISWG], Spell Mastery x5
Traits tomb raider, wise teacher
Skills Craft (alchemy) +11, Diplomacy +5, Knowledge (arcana) +17, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +17, Knowledge (nobility) +9, Knowledge (planes) +15, Knowledge (religion) +9, Linguistics +15, Perception +11, Spellcraft +15, Survival +4, Swim +0, Use Magic Device +11
Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Kelish, Osiriani, Terran, Thassilonian
SQ aura of good, halcyon spell lore
Other Gear arcanist starting spellbook, 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Aura of Good (Ex) You emit an aura of good.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (60 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+25 Spells <see Notes>) You can prepare the chosen spells without a spellbook.


Now you’’re finally there.. Initiate no longer, you are a Magaambyan Arcanist (granted only 1st level). Building like I have, you now have Spell Master five times.. that’s 25 spells you don’t need a spell book for (more if you get a +2 Int headband by now!). You might have swapped out some of these for things like Extra Arcane Exploit, and/or other feats so actual experience will vary. Right now you got a potent mix of spells you can cast, with or without your spell book, and that ‘pool’ of spells will become more effective later on.  Don't worry if you picked out the wrong spell for the Mastery list..next level you’ll be able to swap out spells as needed with a ritual and some time. 

Aishia @ 12th level
Female human (Garundi) arcanist (magaambyan initiate) 6/magaambyan arcanist 6 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 118, 122)
NG Medium humanoid (human)
Init +2; Senses Perception +16
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 62 (12d6+12)
Fort +5, Ref +6, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (6/15), arcanist exploits (dimensional slide[ACG], potent magic[ACG]), consume spells
Magaambyan Arcanist Spell-Like Abilities (CL 6th; concentration +7)
   Constant—protection from evil
Arcanist (Magaambyan Initiate) Spells Prepared (CL 12th; concentration +18)
   3rd (5/day)—fly
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 22, Wis 10, Cha 12
Base Atk +6; CMB +5; CMD 17
Feats Extra Arcanist Exploit[ACG], Sacred Summons[UM], Scholar[ISWG], Spell Mastery, Spell Mastery, Spell Mastery, Spell Mastery, Spell Mastery
Traits tomb raider, wise teacher
Skills Craft (alchemy) +12, Diplomacy +10, Fly +11, Knowledge (arcana) +25, Knowledge (dungeoneering) +12, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +25, Knowledge (nobility) +11, Knowledge (planes) +21, Knowledge (religion) +11, Linguistics +21, Perception +16, Spellcraft +21, Survival +4, Swim +0, Use Magic Device +16
Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Dwarven, Elven, Hallit, Ignan, Kelish, Osiriani, Polyglot, Shoanti, Skald, Terran, Thassilonian, Tien, Varisian
SQ aura of good, halcyon spell lore, immediate spell mastery, intoned recollection, lasting goodness, spontaneous spell mastery, superior spell mastery
Other Gear arcanist starting spellbook, 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (15/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Aura of Good (Ex) You emit an aura of good.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (60 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Immediate Spell Mastery (1/day) (Sp) Cast any spell mastered, even if it wasn't prepared for the day.
Intoned Recollection (minute action, 6/day) (Ex) As listed action, fill open, unused spell slot from spellbook or Spell Mastery list.
Lasting Goodness (6 rounds) (Su) Extend duration of [good] spells unless duration is concentration, instant or permanent.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+30 Spells <see Notes>) You can prepare the chosen spells without a spellbook.
Spontaneous Spell Mastery (1/day) (Ex) Swap out a prepared spell with a Mastered Spell.
Superior Spell Mastery (Ex) Spend 24 hours over 3 days studying to change mastered spells.


Notes: Now at the end of the journey to Seeker levels, we have our Arcanist standing around with the ability to swap out a spell 1/day with any other spell you got in mastery or simply to do it as a spontaneous action without even using a spell level. That is where these spells in mastery come into play. Essential ‘on the spur of the moments’ of spells like that one moment when a dismissal could come into play and turn the big bad’s summoned minion into a ‘but-bye’ moment, particularly adding in a +2 to DC with your improved DC from spending a point from your reservoir. I went with a few extra exploits rather than going to the huge list of spells my Transmuter/Arcanist has (48!!) since I wanted a bit more flexibility in other areas. Dimensional slide means getting out of a fix, Sacred Summons means you can call up all sorts of good aligned critters via summon monster as a standard action to leave in your place. Cause leaving a Celestial Rhino charging into the guy who just tried to bushwhack you is so much fun. (For you.. the bushwacker’s experience most likely will be very pointed..and chargey and smitey.. )


Final assessment: Halycon Spell Lore and Halycon Magic are slightly different. So, be aware.. the first requires reservoir points the second doesn’t (at least till we here otherwise). A good bet, depending on your experiences, might be to double up on your spells to let you slip in either or as needed. 
The character can fill in a HUGE number of roles: Buffer, cause.. damn.. got a buddy you play with who has a companion.. Fido got nasty quick. Want to be the master of the wooden battle field, definitely can do that with the nastiness of entangle (normal, burning or sickening) with or without the addition of things like the reservoir point to bump up effect caster level or DC a point or two. 
There all slots of tricks to be had with this and the build is wide open. Speaking from personal high level experience on my own 11th level transmuter/MA, the ability to go ‘I trade this out for that’ or ‘Suddenly! DISMISSAL’ can literally save the party’s lives. I have a mix of transmutations, situational utility spells, combat and healing spells in her pool of 48 spells that have been a bag of tricks that can turn the battle. Pit spells are a focus of hers, along with aqueous orb (for the ones who made their save vs my just cast pit spell. The access to healing spells (and eventual addition of the entire Good domain spells in later levels) is helpful when the healer just caught a behir on the chin. (Again.. actual circumstance) or Wind Wall when you’re surrounded by critters only Kyle Baird would pair together and half the party is confused and being eaten by a swarm. 
Things to consider: Definitely want an intelligence boosting headband, the higher the better. Maybe add in wisdom and/or charisma, wisdom due to the fact you do NOT want a flexible caster like this killing the party (however your innate protection from evil is useful for this, I have sneaked at summoned swarms because of this) and charisma due to the fact that SOME exploits work off your charisma bonus. If you can afford it at higher levels a +2 to Int via a book could be useful (I got casters in the 11-13 range with more than enough gold for that)




Tuesday, August 1, 2017

Combat Vigor: The Self-Healing Fighter


With the release of Combat Vigor and it's related chain of feats, the combat orientated character has more options for healing than relying on the combat caster and/or quaffing a healing potion in mid-combat. These feats came out of the recently release Healers Handbook.

The basic mechanics of the feat trea are fairly easy to get. You get a vigor pool, based off your constitution bonus along with an additional point for each vigor feat you get beyond the basic Combat Vigor feat. As a standard action, a character can spen 1 point per 3 HD, and get 1d6 healing as well as being fatigued for 1 minute afterwards. Of course for an intimate glance that isnt' too good. 1d6 hp of healing in exchange for fatigued for 1 minute/10 rounds seems like a pretty crappy trade off. However it can be the bit of 'omph' needed to buy you time till the healer can get back into range if you are the reckless charge ahead type of fighter in a party. 

There are a few feats that COULD add to the fun and crunch of the feat. Fey Foundling seems like a shoe in but it doesn't implicitly state that you're magically healing yourself with Combat Vigor. Ditto for the other healing feat from the Healer's Handbook: Lifebound. Both definitely fall into the 'results (and GMs)  might very' school. The language in Combat Vigor says you 'regain' hp when using vigor points to heal. So check with your GM and expect it to NOT pay off the way you'd help. 

So my assumption is going to go with no for my buil, or rather builds. This one is a bit more open than other builds in that you only have a handful of feats you need to get at certain levels, which lets you build a fighter of your own type. Basically you need Combat Vigor at 1st or 2nd, then the others as they come up and given that you can get these feets as fighter bonus feats the feat tax isn't quite as high and you have plenty of slots you can fill with other feats as things go on. 

For my build, I'm going to go with another Silvermane family member, so my PC will be Varisian and from the local areas of Korvosa like her sisters.  Like most of the family, Madgna Silvermane is a silver-haired Varisian with tattoos speaking of her clan affiliations and has in past times run afoul of the attentions of the Grey Maidens during the rule of Queen Illesosa Arabasi (See Curse of the Crimson Throne). The family's known skill with the bastard sword and martial outlook was well known, as well as their family history of being clan protectors and caravan guards. 

Madgna Silvermane @ 1st Level 
Human (Varisian) fighter (unbreakable) 1 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses Perception +6
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bastard sword +3 (1d10+2/19-20)
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Statistics 
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Str 14, Dex 13, Con 17, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Combat Vigor, Diehard, Endurance, Exotic Weapon Proficiency (bastard sword)
Traits draconic destiny, observant
Skills Acrobatics -4 (-8 to jump), Linguistics +2, Perception +6, Profession (soldier) +5
Languages Common, Kelish, Shoanti, Varisian
Other Gear scale mail, heavy steel shield, bastard sword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 36 gp
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Special Abilities
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Combat Vigor (max 1 points/rd) As a standard action, heal 1d6 hp/point spent, then fatigued 1 min.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

Notes: As you can see I went with Combat Vigor and EWP: Bastard Sword as her key feats at 1st level. Part of it is for flavor, she's a Silvermane so she's a bastard sword wielded. She's not as hard hitting as either of her sisters with only a 14 strength and she's not as hard to hit given her (relatively) low dex of 13, which along with her 13 Int, are just high enough to qualify for combat feats as needed. I went with Unbreakable rather than plain fighter to make her the most resilient of the three sisters as she can take a HUGE amount of damage and keep coming compared to them. If you want to make her even more durable toss in to ughness or the Grey Maiden Intiate feat from Adventurer's Guide if it becomes PFS legal (I have reservation after the emasculation of Tribal Scars but that is neither here nor there, but it does add even more backstory to the common tale of the sisters being pulled into the organization in it's last days)

Margna @ 4th level:  
Female human (Varisian) fighter (unbreakable) 4 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses Perception +9
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 48 (4d10+20)
Fort +8, Ref +2, Will +2 (+1 vs. mind-affecting effects); +2 bonus vs. effects that cause fatigue or exhaustion
Defensive Abilities unflinching +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bastard sword +6 (1d10+2/19-20)
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Statistics
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Str 14, Dex 13, Con 18, Int 13, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 17
Feats Combat Vigor, Diehard, Endurance, Exotic Weapon Proficiency (bastard sword), Fortuitous Vigor, Power Attack, Vim And Vigor
Traits draconic destiny, observant
Skills Acrobatics -1 (-5 to jump), Climb +1, Linguistics +5, Perception +9, Profession (soldier) +6, Survival +5, Swim +1
Languages Common, Kelish, Osiriani, Shoanti, Skald, Tien, Varisian
SQ armor training 1
Other Gear scale mail, heavy steel shield, bastard sword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 36 gp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Vigor (max 1 points/rd) As a standard action, heal 1d6 hp/point spent, then fatigued 1 min.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fortuitous Vigor Can use vigor pool as a swift action when roll threat or nat 20 on ability check/skill/save.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
Vim and Vigor After using vigor pool, fatigued only 3 rds. +2 to save vs. fatigue/exhaustion effects.
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Notes: By now she's got a bit more zip, coming at a 48 HP and 2 more points in her vigor pool. Now she only suffers 3 rounds of fatigue for using Combat Vigor instead of a full minute. Typically by now she'll either be upgrading her medium armor (to keep her move and/or encumbarnace down or moving up to heavier armor in anticipation of getting full movement @ 7th level. 
Another option could be a belt to up her con or strength. A 16 would up her to hit a good bit, along with a good MW or magic bastard sword. Thanks to Vim & Vigor, she now has an additional bonus to her save vs fatigue/exhaustion conditions. A condition set she needs to figure how to handle. Truthfully though either of the 4th level feats can be chosen first as both are extremely conditional. Fortuitous lets you roll your vigor heal as a swift action on any Nat 20 roll for attack or ability/skill or saving thrown. The other lets you do it as a swift as a part of an AoO. I went with Fortitous because it has more options for the swift action

Madgna @ 7th Level 
Female human (Varisian) fighter (unbreakable) 7 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses Perception +12
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 88 (7d10+42)
Fort +9, Ref +3, Will +3 (+2 vs. mind-affecting effects); +2 bonus vs. effects that cause fatigue or exhaustion
Defensive Abilities unflinching +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bastard sword +9/+4 (1d10+2/19-20)
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Statistics
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Str 14, Dex 13, Con 18, Int 13, Wis 12, Cha 10
Base Atk +7; CMB +9; CMD 20
Feats Combat Expertise, Combat Vigor, Diehard, Endurance, Exotic Weapon Proficiency (bastard sword), Fortuitous Vigor, Heroic Recovery[APG], Power Attack, Take A Breather, Toughness, Vim And Vigor
Traits draconic destiny, observant
Skills Acrobatics +0 (-4 to jump), Climb +2, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +8, Perception +12, Profession (soldier) +7, Sense Motive +3, Survival +6, Swim +2
Languages Common, Hallit, Kelish, Osiriani, Polyglot, Shoanti, Skald, Tien, Varisian, Vudrani
SQ armor training 2
Other Gear scale mail, heavy steel shield, bastard sword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 36 gp
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Special Abilities
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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Vigor (max 2 points/rd) As a standard action, heal 1d6 hp/point spent, then fatigued 1 min.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fortuitous Vigor Can use vigor pool as a swift action when roll threat or nat 20 on ability check/skill/save.
Heroic Recovery (1/day) Can attempt an extra Fort save against a harmful condition or affliction.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Take a Breather Can use vigor pool as a swift action when foe provokes AoO instead of taking attack.
Unflinching +2 (Ex) Gain +2 bonus to Will saves vs. mind-affecting effects
Vim and Vigor After using vigor pool, fatigued only 3 rds. +2 to save vs. fatigue/exhaustion effects.
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Notes: Now at 7th level, less focus is needed on the Vigor feats (only 1 left) and you can start focusing on 'classic' fighter feats like Combat Expertise (opening up maneuvers to supplement your ability to his) and toughness (MOAR HP!) while getting the other 4th level Vigor feat at 5th level. I went with Combat Expertise and Tougness but pretty much anything you qualify for is good to go. If you didn't go with the Unbreakable Archetype, this would be the time you could get Endurance and/or Diehard. (And the idea of having weapon training might be more appealing to you._

Madgna @12th Level
Female human (Varisian) fighter (unbreakable) 12 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses Perception +17
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 160 (12d10+84)
Fort +13, Ref +5, Will +5 (+3 vs. mind-affecting effects); +2 bonus vs. effects that cause fatigue or exhaustion
Defensive Abilities unflinching +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bastard sword +14/+9/+4 (1d10+2/19-20)
--------------------
Statistics
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Str 14, Dex 13, Con 20, Int 13, Wis 12, Cha 10
Base Atk +12; CMB +14 (+18 dirty trick, +16 disarm, +16 trip); CMD 25 (27 vs. dirty trick, 27 vs. disarm, 27 vs. trip)
Feats Combat Expertise, Combat Vigor, Diehard, Endurance, Exotic Weapon Proficiency (bastard sword), Fortuitous Vigor, Greater Dirty Trick[APG], Heroic Defiance[APG], Heroic Recovery[APG], Improved Dirty Trick[APG], Improved Disarm, Improved Trip, Power Attack, Restorative Vigor, Take A Breather, Toughness, Vim And Vigor
Traits draconic destiny, observant
Skills Acrobatics +0 (-4 to jump), Climb +2, Knowledge (dungeoneering) +7, Knowledge (engineering) +6, Knowledge (religion) +2, Linguistics +10, Perception +17, Profession (soldier) +10, Sense Motive +9, Survival +6, Swim +2
Languages Azlanti, Common, Elven, Hallit, Kelish, Osiriani, Polyglot, Shoanti, Skald, Tien, Varisian, Vudrani
SQ armor training 2, quick recovery
Other Gear scale mail, heavy steel shield, bastard sword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 36 gp
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Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Vigor (max 4 points/rd) As a standard action, heal 1d6 hp/point spent, then fatigued 1 min.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fortuitous Vigor Can use vigor pool as a swift action when roll threat or nat 20 on ability check/skill/save.
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Heroic Defiance (1/day) Delay the onset of a harmful affliction or condition until the end of your next turn.
Heroic Recovery (2/day) Can attempt an extra Fort save against a harmful condition or affliction.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Recovery (Ex) At 11th level, an unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition. This ability replaces armor training 3.
Restorative Vigor Vigor pool points can restore 1d3 ability dam to a physical attribute instead of healing dam.
Take a Breather Can use vigor pool as a swift action when foe provokes AoO instead of taking attack.
Unflinching +3 (Ex) Gain +3 bonus to Will saves vs. mind-affecting effects
Vim and Vigor After using vigor pool, fatigued only 3 rds. +2 to save vs. fatigue/exhaustion effects.
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Notes: Now at 12th level Madgna is so-so hitter (depending on your choices, I went with an eclectic mix of maneuvers where I could have gone with one maneuver set like I did with her sister Rhea (built on Dirty Trick, she's the nastiest thing a Bard can face. :D )
Now she can spend up to 4 Vigor in a round, has a HUGE fortsave (though she'd be wanting a good Cloak of Resistance or another bonus to her other saves. (One option is to buy into Lightning Reflexes and Iron Will to beef those saves up). The addition of Fortiutous Vigor means you can restore lost physical stats as well (though only d3 per point) as a standard action. Which can be very useful if you're fighting a stat sucking critter. Depending on what you pick you can have your style of fun, 2 'free fasts' in 6-7 and everything after 8th are personal choices. You can do a lot of that mean choices. 


Other Build Options: 
-Praise the Power of Atheism  Spreading your skill points around differently, choosing to not to worship a god, and one or more choices of 'Godless healing' gains you: A) another source of healing, granted only at 1/2 HP or less and B) Access to the Pure Legion Enforcer, which makes among other things Godless Healing even better. (Up to 3d8+Character Level) in healing.  
-I don't have time to bleed: Choosing to go with Stalwart/Improved Stalwart gives you the ability to trade in your AC bonus from Combat Experise/Fighting DEfensively and/or Full Defense for DR/- up to DR 10/-. Yes you too can be Boromir at the river riddled with arrows and still moving!