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Messages - arcanegene

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1
Min/Max 3.x / Re: Winter Witch Aquatic Campaign Build.
« on: January 04, 2014, 09:49:44 AM »
Matt, I did add that to the paizo FAQ rules because it is a valid point. I'd want some clarification, if they're going to allow undine as a racial heritage it makes no sense to overlap and be redundant and waste another feat.

2
Min/Max 3.x / Re: Winter Witch Aquatic Campaign Build.
« on: January 04, 2014, 09:13:56 AM »
Good lord, the aquatic ancestry feat is poorly written.  The amphibious special quality gives the ability to breathe air.  Undine already have the ability to breathe air.  If it just didn't work right in conjunction with racial heritage, that would be understandable.  But it doesn't do what it's supposed to even when used in exactly the way expected.


Yeah, I woudn't expend two feats otherwise. But to keep my winter as she is to be able to cast underwater I can't see a better solution as the campaign requires to be under water the majority of the time so I need to be proficient in that and on land. Air bubble and other level 2 spells and below don't do much but last for a bit of time. When boss time comes around and black tentacles or something with tentacles starts throwing us around I want to be able to go down and fight it not shoot from afar

3
Min/Max 3.x / Winter Witch Aquatic Campaign Build.
« on: January 04, 2014, 02:18:45 AM »
PF only suggestions. thanks in advance :)

Crysaenthe
Human Witch (Winter Witch) 3
LN Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (3d6+3)
Fort +3, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft., swim 11 ft.
Special Attacks hexes (frozen caress, slumber [dc 15])
Spell-Like Abilities
Constant—endure elements (cold only)
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +7):
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 13, Int 18, Wis 10, Cha 11
Base Atk +1; CMB +0; CMD 12
Feats Aquatic Ancestry, Improved Familiar, Racial Heritage
Traits indomitable faith, magical knack, resilient
Skills Craft (ships) +8, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +10,
Knowledge (planes) +10, Perception +2, Profession (sailor) +6, Sense Motive +2, Spellcraft +9, Swim +11,
Use Magic Device +10
Languages Azlanti, Common, Sylvan, Tengu, Thassilonian
SQ amphibious, cold flesh, patron spells (deception)
Other Gear Cloak of resistance +1, 150 GP
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold
as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the
spell’s effect. If the touch spell allows a saving throw, a succ
Magical Knack (Witch [Winter Witch]) +2 CL for a specific class, to a max of your HD.
Racial Heritage (-Choose-) You count as another race for the purpose of prerequisites.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (3 rds) (DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally
(Will neg).
Swimming (11 feet) You have a Swim speed.

Familar: Coral Capucin (GM) let me make it flavored into an aquatic phoenix but with the same mechanics.

***Väli***
Coral Capuchin
N Tiny magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 8 (2d10+2)
Fort +4, Ref +6, Will +4
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft., fly 40 ft. (good), swim 30 ft.
Melee bite +7 (1d3-2/×2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks cursed bite
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 12, Int 11, Wis 13, Cha 7
Base Atk +2; CMB +3; CMD 11
Feats Weapon Finesse
Skills Climb +6, Perception +6, Sleight of Hand +8, Spellcraft +2, Stealth +15 (+19 in coral reefs), Swim
+10, Use Magic Device +1; Racial Modifiers +4 Sleight of Hand, +4 Stealth in coral reefs
Languages Common (can't speak)
SQ amphibious, improved evasion, moisture dependency
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Climbing (30 feet) You have a Climb speed.
Cursed Bite (DC 12) (Su) Victim takes 1d6 dam every 10 min out of water but can hold breath 2x as
long (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Moisture Dependency Can stay out of water for Con hours, then takes 1d6 damage every hour.
Swimming (30 feet) You have a Swim speed.---------------------------


The other party memebers are, goblin rogue, elven druid, halfing bard, undine cleric, orc barb, slyph sorcerer


Given that, what tweaks would you make if any? Equipment and spells is where I may have not picked the best choices. not sure...

4
Min/Max 3.x / Winter Witch Aquatic Campaign Build
« on: January 04, 2014, 02:14:31 AM »
Crysaenthe
Human Witch (Winter Witch) 3
LN Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (3d6+3)
Fort +3, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft., swim 11 ft.
Special Attacks hexes (frozen caress, slumber [dc 15])
Spell-Like Abilities
Constant—endure elements (cold only)
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +7):
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 13, Int 18, Wis 10, Cha 11
Base Atk +1; CMB +0; CMD 12
Feats Aquatic Ancestry, Improved Familiar, Racial Heritage
Traits indomitable faith, magical knack, resilient
Skills Craft (ships) +8, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +10,
Knowledge (planes) +10, Perception +2, Profession (sailor) +6, Sense Motive +2, Spellcraft +9, Swim +11,
Use Magic Device +10
Languages Azlanti, Common, Sylvan, Tengu, Thassilonian
SQ amphibious, cold flesh, patron spells (deception)
Other Gear Cloak of resistance +1, 150 GP
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold
as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the
spell’s effect. If the touch spell allows a saving throw, a succ
Magical Knack (Witch [Winter Witch]) +2 CL for a specific class, to a max of your HD.
Racial Heritage (-Choose-) You count as another race for the purpose of prerequisites.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (3 rds) (DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally
(Will neg).
Swimming (11 feet) You have a Swim speed.

Familar: Coral Capucin (GM) let me make it flavored into an aquatic phoenix but with the same mechanics.

***Väli***
Coral Capuchin
N Tiny magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 8 (2d10+2)
Fort +4, Ref +6, Will +4
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft., fly 40 ft. (good), swim 30 ft.
Melee bite +7 (1d3-2/×2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks cursed bite
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 12, Int 11, Wis 13, Cha 7
Base Atk +2; CMB +3; CMD 11
Feats Weapon Finesse
Skills Climb +6, Perception +6, Sleight of Hand +8, Spellcraft +2, Stealth +15 (+19 in coral reefs), Swim
+10, Use Magic Device +1; Racial Modifiers +4 Sleight of Hand, +4 Stealth in coral reefs
Languages Common (can't speak)
SQ amphibious, improved evasion, moisture dependency
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Climbing (30 feet) You have a Climb speed.
Cursed Bite (DC 12) (Su) Victim takes 1d6 dam every 10 min out of water but can hold breath 2x as
long (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Moisture Dependency Can stay out of water for Con hours, then takes 1d6 damage every hour.
Swimming (30 feet) You have a Swim speed.---------------------------


The other party memebers are, goblin rogue, elven druid, halfing bard, undine cleric, orc barb, slyph sorcerer


Given that, what tweaks would you make if any? Equipment and spells is where I may have not picked the best choices. not sure...

5
Min/Max 3.x / Re: Advice for an aquatic build
« on: January 02, 2014, 10:36:43 PM »
They allow some leeway as long as it's not too far off from pathfinder.

6
Min/Max 3.x / Advice for an aquatic build
« on: January 02, 2014, 12:23:30 PM »
playing skulls & shackles and interested in a build that would be good for the campaign... any ideas?


i came up with a winter witch but then decided maybe a different class or race, i need to be able to navigate through water pretty well and on land. We already have a elf-druid, goblin rogue, bard, stormblood line and orc barb in the party.

7
Min/Max 3.x / Re: Witch Build for Aquatic campaign advice
« on: January 02, 2014, 09:06:59 AM »
is a bat or a raven a better familiar choice?

and if you had to take blindness/deafness or vomit swarm which would you find a solid choice?

8
Min/Max 3.x / Witch Build for Aquatic campaign advice
« on: January 02, 2014, 01:29:48 AM »
trying to adjust and optimize my build so far for a winter witch being introduced at 3rd level... help and advice is very welcome!

Tiefling Witch (Winter Witch) 3
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (3d6+8)
Fort +3, Ref +3, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hexes (cackle, evil eye [dc 15], slumber [dc 15], water lung)
Spell-Like Abilities
Constant—endure elements (cold only)
At will— deathwatch
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +7):
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 14, Int 18, Wis 11, Cha 8
Base Atk +1; CMB +0; CMD 12
Feats Extra Hex, Extra Hex
Skills Fly +6, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge
(planes) +10, Perception +1, Spellcraft +10, Use Magic Device +5; Racial Modifiers +4 Fly
Languages Common
SQ cold flesh, patron spells (deception)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evil Eye -2 (7 round(s)) (DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves,
ability or skill checks (Will part).
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (3 rds) (DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally
(Will neg).
Water Lung (Su) An air-breathing target can breathe water or an aquatic target can breathe air. This lasts
1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to
safely sleep underwater.


9
Introduce Yourself / pathfinder
« on: January 02, 2014, 01:22:19 AM »
Taz

Learning the ins and outs of pathfinder, enjoying it

played almost all consoles with the now exception of the ps4

play sports as much as I do RPG games...

cant wait to absorb what's on here like a sponge!

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