The Dark and Dangerous World of Disorder Witchcraft

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I'll try to put up a build for you to critique .

--- That s funny you want to be Human so you can Adopt Ancestry Halfling when you could simply be a Halfling and at 5th take Cultural Adaptability Human which puts you in the same position AND gives you a bonus feat on top. Ability Scores Level 1 STR 10, DEX 12, CON 12, WIS 14, INT 18, CHA 12 Level 5 STR 10, DEX 14, CON 12, WIS 16, INT 19, CHA 14 Level 10 STR 10, DEX 14, CON 14, WIS 18, INT 20, CHA 16 Level 15 Str 10, DEX 14, CON 16, WIS 19, INT 21, CHA 18 Level 20 STR 10 DEX 14, CON 18, WIS 20, INT 22, CHA 20.

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Pathfinder 2e: The Ultimate Wizard

Hello, I just started out learning about the game and I wanted to build the strongest build I could possibly make, Here's my attempt, I would love feedback so I can better improve the build. Thank you!

For better readability and the rest of the build(this post is only half), check it all out here
[removed]

Goals of the Build
Impact the battlefield with powerful AOE effects, action denial abilities, enabling massive crits for your party, all while being extremely hard to kill.

Everything in the Guide can be Commonly Acquired

Ability Scores
Level 1
STR 10, DEX 12, CON 12, WIS 14, INT 18, CHA 12
Level 5
STR 10, DEX 14, CON 12, WIS 16, INT 19, CHA 14
Level 10
STR 10, DEX 14, CON 14, WIS 18, INT 20, CHA 16
Level 15
Str 10, DEX 14, CON 16, WIS 19, INT 21, CHA 18
Level 20
STR 10 DEX 14, CON 18, WIS 20, INT 22, CHA 20

Intimidation
Medicine
Diplomacy

Level One
Class Wizard
Arcane School Divination

Arcane Thesis Spell Blending
My choice for Spell Blending was inspired by this awesome guide ”Blue Frog's Hideously Biased guide to the (Spell Blending) Wizard” Check out the guide to learn all of what Spell blending can do.

Ancestry Human
Being human will allow us to get as many feats as we will need, allowing us to pull off stuff no other ancestry will be able to do.
Heritage - Versatile Heritage - Adopted Ancestry(Halfling)
We are able to take halfling feats, amazing!
Ancestry feat - General Training - Armor Proficiency(retrain at level 6)
A Chain Shirt allows us to have a manageable AC at this level.
Background - Field Medic
Field medic allows us to quickly grab Battle Medicine, an amazing feat.
Diviner's Sight

Level Two
Skill Feat - Godless Healing
Class Feat - Medic Dedication
The combination of Godless healing, The Medic Dedication, and Battle Medicine
allows us to gain an easy 19 average hp(in some cases a full heal) almost whenever we need it. Pretty awesome! Additionally, we can use Diviner's Sight almost like pseudo-assurance allowing us to roll and use the correct Treat Wounds DC based on the result(or what we rolled if the result was too low).

Godless healing
you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

Medic Dedication
Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour

You use godless healing, you're now immune for 1 hour, and then you use medic dedication to bypass that immunity for one hour(when you reach master, before master it’s once per day), meaning each hour you could use battle medicine twice, one making you immune, the other bypassing that immunity.

Here’s a useful spreadsheet showing the optimal Medicine DC you should attempt based on your Medicine modifier and the amount of average HP you should expect(taking failure rates in account).

However, there are 2 significant differences between you and the chart

1. You get 5 + 5/10/15/(based on your proficiency level) in bonus HP, this slightly changes which DC you should select as it rewards you more for picking a higher DC.
2. If you roll well via Diviner’s sight you can auto win.

Level Three
General Feat - Continual Recovery
Being a full HP for each combat is just a requirement in Pathfinder 2e Continual Recovery helps us do that.

Level Four
Skill Feat - Treat Condition
Class feat - Doctor's Visitation
Now we can stride and heal, Insane action economy.

Level Five
Ancestry Feat - Halfling Luck
We get halfling luck, granting us a reroll, on a failed save once per day. Not bad as sometimes you can be one failed reroll away from death sometimes.

Level Six
Skill Feat - Armor Specialist
Class Feat - Sentinel Dedication
(Retrain Level 1- Armor Proficiency with Incredible Initiative)
Here we finally pick up Sentinel Dedication. While making the switch to medium armor we also pick up the Armor Specialist feat, allowing us to reduce the damage we take from cirts when we use Chain mail. Additionally, we retrain our level one Armor Proficiency with the feat to incredible initiative.

Level Seven
General Feat - Shield Block
We get master proficiency in medicine allowing us to stride and heal twice per encounter, making it very hard to die. Also, we get Shield Block which prepares us for the next level.

Level Eight
Skill Feat - Steel Skin
Class Feat - Bastion
We get a reflexive block, basically adding 2+ AC to vs melee attacks all the time. Very useful!

Level Nine
Ancestry Feat - MultiTalented - Swashbuckler Dedication
Here we pick up swashbuckler for its effect later.

Level Ten
Skill Feat - Intimidating Glare
Class Feat - One for All
One for all is amazing, allowing us to use a ranged Diplomacy check to aid our allies.

Level Eleven
General Feat - Ancestral Paragon - Cooperative Nature
With cooperative nature, we massively improve our chances to crit succeed on One for All Aid checks.

Level Twelve
Skill Feat - Battle Cry
Class Feat - Quickened Casting
We improve our action economy. First, we get Battle cry allowing us to demoralize a foe next to us for free at the start of combat, Second we get Quicken casting allowing us to create some nasty setup for important fights

Level Thirteen
Ancestry Feat - Incredible Luck (Halfling)
Now we can reroll per encounter!

Level Fourteen
Skill Feat - Quick Repair
Class Feat - Quick Shield Block
Quick Shield Block we can fully utilize our shield by having it reduced damage. Thanks to Quick Repair we can easily fix our shield after battles

Level Fifteen
General Feat - Scare to Death
Scare to death is a very useful feat, a one-action ability that has the chance to cause 2 fear, and maybe instant kill a weaker foe. Doesn’t work with intimidating glare RAW, however.

Level Sixteen
Skill Feat - Bon Mot
Class Feat - Spell Penetration
We pick up Bon Mot for another Action we can opt to do if the situation arises, and spell Penetration as most opponents we face at this level will have some type of spell resistance.

Level Seventeen
Ancestry Feat - Heroic Presence
Free team buff!

Level Eighteen
Anything you want here

Level Nineteen
General Feat - Canny Acumen
We get our final initiative boost, allowing us maybe a hope to win vs some of the ultra-powerful boss monsters of this level initiative-wise.

Level Twenty
Skill feat - Tattoo Artist(Ask your dm before selecting this could break the game)
Class Feat - Spell Combination

“Normally in my games, I ban Tattoo Artist as it makes the game rather unbalanced, however, I felt it was right to include in the guide so others could be aware. Please talk to your DM about what type of game you wish to play and if they can handle having Tattoo Artist in the games they wish to run. Please do not randomly surprise your DM with Tattoo Artist. “
(This is a joke currently Tattoo artist is useless pick anything you like)

Unimportantly in comparison, we also get the Class feat Spell Combination which allows a variety of spell combos to utterly defeat our opponents, mostly stacking debuffs.

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My opinion on this build.

It bascially a Spell Blending Wizard with the two feats first being Spell Penetration that you have taken in class, and that was 10 levels after it was available clearly not that important to the build. Plus Spell Combination which is OK but for level 20 I'm not really feeling it, so I'm thinking that is sarcasm on your part again.

You have taken a number of really useful generic build bits and tacked them on:

Sentinel for some good armour feats. It is solid. Though I normally just take a general feat in Armor Proficiency and retrain out when my Dexterity gets high enough for unarmoured (bracers/explorers clothes) to work. But you want the resistance bonuses cool.

A number of feats to get Quick Shield Block. Solid again. Yes I do like real shields over the shield spell. The +2 AC bonus and the extra resistance is just better and the disadvantage of no magic missile defense is normally unimportant. For me it falls into the same situation as Spell Penetration. If your game is going to come up against a lot of enemies that are built like PCs - then they will sometimes have magic missile or spells up to give them status bonuses. But if not you will rarely see them.

Medic done well. I agree that Doctor's Visitation is awesome action economy. Its like a one action heal with range. Thankyou for reminding me and putting it in a build.

You are going to have to be careful here with the number of hands you have free for battle medicine. As you will need a hand to cast spells, you have got a shield in one, so I'm thinking that you aren't going to be using a staff.

The way you have minimised the class feat cost by using skill feats is very nice.

Now for the feedback. Why are you a wizard? I'm not seeing that you are doing anything with your intelligence score. You have worked really hard on your AC and healing but your Reflex saving throw is a couple below where it should be. There are other ways to get top level spell slots rather than spell blending and that is expensive. Your other spell slots are still useful. I could do this build as a sorcerer and have ability score points spare.

No weapon option - you don't have a DEX or STR high enough for you to do anything useful here. I guess you can use spell attacks if you want. But this is a minor gripe you have plenty else do do.

You have got your self some good action economy here. You can always raise a shield or visit a patient, to usefully use a spare single action well. You have Shield Block and Aid as good reactions.

But there is one part of resource management that the build is missing: no focus spell. Its something that comes back on ten minutes of rest. You might as well pick up something here. I guess you will often be busy as a medic, but not always and you often can take 20 minutes not just 10.

The one change I would do to this build is remove the One for All and take something else Silent Spell. You have a Charsima score here, so why not take ranks in Deception instead of Performance. You should be able to describe a feint as an Aid attempt in a way that a GM will allow you to roll Deception to aid an attack roll. In fact I do think Deception makes for a really good skill to rank for most combat uses of Aid. Now you are a really good illusionist as well.

I'll try to put up a build for you to critique .

1 person marked this as a favorite.

(Please move to Advice)

You're going to have to calibrate your expectations, at least if you're playing in APs and other challenging adventures. (PFS is less difficult so ignore all this if playing there!)
"Impact the battlefield with powerful AOE effects, action denial abilities, enabling massive crits for your party, all while being extremely hard to kill.

Wizards (or more specifically the Arcane spell list) can deliver AoE effects and action denial abilities. Check, but do expect enemies to survive; you'll do more than your share though.

"Enabling massive crits" is not a thing. Buffs are incremental in PF2, and often too short term (especially if pausing to do Medicine, recharge Focus Points, or repair shields). Buffs remain worthwhile, just not like in 3.X/5.0/PF1. Wizards can do okay at this, though often it's in the form of debuffing the enemy's AC/saves rather than bumping up the allies directly.
Of course there's a budget in spell slots as to how much of AoE/action denial/buff-debuffing that's available, but they're all doable.
(I see you later going for One for All, though I'd say a Wizard's not the best source for that. Hopefully the team can Aid well, yes, but the Wizard's not typically the best source.)

Wizards cannot become "extremely hard to kill", at least not alone. You will have to rely on your party and there's no getting around that fact. Even if you invested a major portion of your spell slots into defense and h.p., your Wizard would remain at risk. This includes going the Sentinel/Bastion route, since a Wizard's saves and hit points struggle and your build focus most of its energy on AC. Even at your best AC (or a Ranger's/Rogue's/etc) you will get hit consistently, leading to a Grab, Knockdown, poison, or some other major mishap a Wizard can't weather.

There are other statements that make me wonder:
-Does your campaign only fight one battle per hour? That seems situational IMO.
-Being able to move & Battle Medicine defensively is great, you're right, but it's still a Wizard so "very hard to die" isn't achievable. This is important when measuring whether to use Medicine on others. If your ally's in the front line, you don't want to end your turn next to them, yet you'd also want to get a spell off if the battle's that tough.
-Stacking debuffs to destroy one's enemy is difficult since few debuffs stack. Most are a Status Penalty and adding up lots of "Condition 1" effects doesn't add up, though it might broaden what rolls the -1 applies to. (And of course the target should be made flat-footed, though that's best left to martials flanking or tripping the enemy.)

---
That's funny you want to be Human so you can Adopt Ancestry (Halfling) when you could simply be a Halfling and at 5th take Cultural Adaptability (Human) which puts you in the same position AND gives you a bonus feat on top. So given your reasons for choosing Human, you should choose Halfling instead (and the Str penalty is a good thing IMO, giving 2 points to go somewhere more useful).

Except of course you're trying to tank up w/ armor at 1st & a shield later, which I wouldn't recommend. The Shield Cantrip should serve you better than a shield if you're positioned well, something that's hard to do if your low Str PC is slowed by armor. If you only move 20', even slow creatures (the kind that often Grab!) can catch you.

And what's in your hands? In PF2, carrying a staff pays dividends since they're so good now and you'll want a hand free for Medicine if you're investing so much into it (and dislike dropping magic items like most players). Staff > shield (though carrying one at lower levels can be worthwhile for the AC bonus even w/o Shield Block).

--
I'd recommend Assurance (Medicine) instead of Diviner's Sight unless you have a lot of Divination spells you like to take daily. Plus it works all the time.

Seems you've fallen into the common pitfall of trying to cover too many bases with one build. You've done an excellent job navigating the feat system to juggle all of those Dedications, yet all of those feats add up to little change to your PC's hardiness. That's a lot of expense for what should be covered by teamwork and positioning (because that's the nature of battles in PF2, where you win more from your choices on the battlemat than one's build when in PF1 (etc.) one's build could guarantee a win). Meanwhile you're hardly making use of that expensive Charisma until much later, when Bon Mot & the Swashbuckler Dedication could do wonders from the beginning (plus Swashbuckler has some defensive options too).

Uncanny Acumen on Perception?? That's just asking for a crit fail to wipe you out.

I recommend Reach Spell. If you really want to keep safe take this so you don't need to cast one move away from enemies.
And you kind of need to get your Dex to 18 to narrow that Critical Failure window.

Given your stated goals/actions, I think Bard would suit better, starting closer to your end goals w/o using all those feats; light armor which scales up, best group buffing, perhaps best list for enemy debuffing/control, more use for that Charisma, and more hit points. And Soothe frees you up to go right into Swashbuckler rather than Medic (and to heal safely from a distance). Freeing up those Int points allows more points into Con too. It has fewer AoE options, but it has some.

Sorcerer, while still fragile, also seems more in line with your build. Mix it w/ Blessed (and maybe Reach spell) and you get decent healing per combat plus other feats give your PC the ability to address those conditions that poor saves allowed through.

If resolved to be a Wizard, I'd rethink the Charisma to keep Dex, Con, and Wis higher so you can get closer to the tough Wizard you're trying to build. One for All is great, but your build gets it so late, and will you have the combat actions to spare on it?
And if you do, its Reaction interferes w/ your Reactive Shield which in turn makes your extra Reaction to Shield Block defunct that turn. Like I said, the build's trying to do too much IMO.

And all of this advice could turn on a dime depending on the party's composition and default strategies!

(Please move to Advice)
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