Incorporeal
Acid Aura Lyrics


We have lyrics for 'Incorporeal' by these artists:


Firmament The voices of serene oblivion will scream again Behind that…
Tiger Army I'm dead I died long ago but my spirit still roams…


The lyrics are frequently found in the comments by searching or by filtering for lyric videos

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Most interesting comments from YouTube:

@gurugeorge

Written Guide:-

Alchemist Incense Synthesizer Azata

Race: Human (but anything will do)
Background: Pickpocket
Deity: Azata aligned, e.g. Cayden Callean, Desna
Alignment: Chaotic Good

STR 12
DEX 14
CON 14
INT 19 (+ at all Attribute level-ups)
WIS 10
CHA 10

Skills: Kn (Arcana), Kn (World), L (Nature), UMD, Perception, then either Trickery or Stealth

Leveling Progression:

1: Feats: Point Blank Shot, Precise Shot. [Spells: all the lvl 1s you can, plus you can learn scrolls]
2: Discovery: Infusion (so you can buff teammates with Personal spells)
3: Feat: Martial Weapon Proficiency. Incense upgrade: Increased Range. (Sacred if ok with small fog range)
4: Discovery: Precise Bomb. [Spells: Animal Aspect (Gorilla for Dog and Wolf)]
5. Feat: Ability Focus - Bombs [Spells: False Life]
6. Discovery: Choking Bomb (early for cultists) or Dispelling Bomb (for general use).
Incense upgrade: Sacred Incense. [Spells: Blur]
7: Feat: Outflank [Spells: Haste]
8: Discovery: Fast Bombs [Spells: Displacement]
9: Feat: Rapid Shot. Incense: Improved [Spells: Protection from Arrows Communal]
10: Discovery: Force Bomb [Spells: Echolocation]
11: Feat: Improved Critical Bardiche (if not emphasizing melee, Extra Bombs).
[Spells: False Life, Greater]
12: Discovery: Greater Mutagen. Incense: Sacred Incense, Greater
[Spells: Death Ward or Freedom of Movement or Greater Invisibility]
13: Feat: Power Attack (or Extra Bombs). [Spells: Stoneskin, Communal]
14: Discovery: Cursed Bomb (Curse of Deterioration best).
15: Feat: Metamagic Heighten Spell (or Extra Bombs). Incense: Improved Incense.
16: Discovery: Grand Mutagen. [Spells: Transformation (NB: Transformation allows Fog and Bomb use).]
17: Feat: Improved Initiative (or Extra Bombs). [Spells: Legendary Proportions or Heal.]
18: Discovery: Feral Mutagen. Incense: Unsettling Fog (good for Weird users).
19: Feat: Extra Bombs (or Combat Reflexes, but overkill)
20: Grand Discovery: Awakened Intellect.
Discovery: Feral Wings and Preserve Organs (or Enhanced Potion and Extend Potion)
[Spells: Dragonkind I to turn others into dragons]

Mythic Progression:

1. First Ascension: Close to the Heavens (for damage/healing) or Close to the Abyss or Instrument of Freedom. Mythic Ability: Abundant Casting.
2. Mythic Feat: Extra Mythic Ability: Enduring Spells.
3. Mythic Ability: Greater Enduring Spells.
4. Mythic Feat: Improved Critical Mythic (Bardiche).
5. Superpower: Incredible Might (for others even if not stressing melee)
or Life-Bonding Friendship (Shake it Off, but just getting Last Stand possibly better).
Mythic Ability: Ever Ready or Improved Abundant Casting.
6: Mythic Feat: Mythic Power Attack (or Rapid Shot Mythic if bomber)
Superpower: All-Skilled (or Marvelous Endurance, but not needed, or Life-Bonding Friendship)
7: Mythic Ability: Improved Abundant Casting.
8: Mythic Feat: Mythic Improved Initiative.
Superpower: Life-Bonding Friendship or Marvelous Endurance (if you want to be tanky).
9: Mythic Ability: Last Stand (for powerful enemies in Inevitable Excess) or Mythic charge (if you have Skald)
10: Superpower: Marvelous Endurance or Life-Bonding Friendship. Mythic Feat: Anything (e.g. Flawless Attacks)

Gear:

Amulet: Vellexia's Magnifying Amulet.
Armor: (Mithral Chainshirts early, nothing later, DEX enough)
Clothing: Robe of the Seven Sins.
Belt: STR+CON, later Physical Perfection.
Glove: Embroidered Gloves (or Twisted Temptation, or Oppressor's Gloves)
Boots: Ronneck's Sacrifice or Boots of Stampede
Head: INT headbands early, then INT+CHA, then Darkness Caress
Cloak: Highest cloak of Resistance.
Rings: Ring of Evasion and Ring of Guiding Star (or Ring of Imminent Demise, or higher than +5 Deflection ring)
Bracers: Bracers of Armor +8 once not using Chainshirt.
Weapon: any reach weapon, then Death's Consonant.
Trinkets: Lucky Dice, Signet of House Vespertilio, Tankard of Free Spirit, Lesser Extend Rod (for True Strike)



@gurugeorge

@@cRPGBro Hey CRPGBro, do you know the trick of being able to create new named character "game folders" (or tabs or whatever you call them, I call them game folders) by copying the GameID? It's pretty neat, means you can "farm off" various builds with their own names and their own sets of saves, from one build (say you've got a character pre Drezen mythic choice, you could have any number of characters with different names and builds spinning off from that - or from any character anywhere in the game, for that matter.

Basically you make a lvl 1 char with a new name (I tend to build the lvl 1 char just like the higher level char's lvl 1 is going to be when respecced, just in case, but I don't think it actually makes any difference) and save it as soon as the initial market cutscenes are over. This creates the new named "game folder" that will hold the saves with the new name. (You could also just use the autosave the game makes of course, but it's prob better to have a more "permanent" version of the save).

Then you load the save of your higher level char that you want to respec, rename it using Toybox and save it. This will rename the entire "game folder" with all the saves for that character to the new name, but don't worry, that's only temporary.

Then exit the game and copy the GameID from the "header.json" in the save with the lvl 1 character and paste it in the appropriate place in the header.json of the save of the higher level character you've renamed and are going to respec. That will magically pop the higher level for-respec save into the same "game folder" as the new lvl 1 char, with the same new name, next time you fire up the game, and meanwhile that save will have disappeared from the "game folder" it was previously in, and the old "game folder" will revert to its proper name for that higher level character, the name it had before you renamed it to the new name.

To do this, it's best to use WinRAR, which opens PFK/PFWOTR saves, and enables you to alter a json within the archive and resave it back into the archive without having to unpack and repack the archive. There may be other zip/unzip progs that do this, but I know WinRAR does it for sure (it offers a dialogue "do you want to save the changes back into the archive?" or something, once you hit save (in notepad or notepad++, whatever you use to edit the header.json) to save the document you've altered).



@leevothas

Yes, and no.

For "Yes".
- It's very welcome for fans to spend time to make the game better.
- Bug fixes for the current game.
For "No".
- These mods are buggy as well
- WOTR already gives you everything you need to brake the game playing solo in unfair mode, because the DnD style table top games (no matter version) has a point there characters has so much power that there are no goal to progress the campaign as they broke anything you trough at them. Dragons, Archagels, Demon Lords, Devils, Gods... Whatever. It's only metter who would start first, because hight level encounters ends in 2-3 rounds. On top of that, you do not need 10th level spells to kill the deamon lord in a single hit.
-- 10th level spells for every Mythinc path. It does not make any sense, especially if your spellbook is combained with spells that does not match your character. Angel with Deamon Aspects? Yeah, right. What's a point at all play Lich or Angel at all.
-- Unlock 40 lvl cap for everyone. How I should feel playing a Legend.
-- Supress overlapping spells that gives you size, enchanment, sacred, insight bonus... You do not need to invent the wheel, just follow the rules and apply the highest bonus value how the rules states. Or at least leave the most strogest spell and disable the lesser effect spell. How you suppose run the cleric with divine power + righteous might + frightful aspect + legendary proportions? They all are size dependant spells, but with some twists?
- You make the Geniekind spell make as a weapon damage bonus as it's not true. If you "touch" someone with geniekind spell effect, you will get the damage damage back...
- And many other things that does not make sense, do not fit to the rules...



@lexmats8527

As someone with a severe case of restartits, I would normally complain that your awesome build makes me want to restart all over again.
However, I was struck by inspiration after watching this video and would like to hear your expert opinion.
This build somehow thematically fits with the Aeon mythic path.
I never played Aeon before (only angel and azata at the moment) but based on what i've read on the wiki and watching your videos, this are my reasons:

1. I've always viewed Aeons as beings that dont go for murder as their first option. Unlike the Gold Dragon's redemption fetish, Aeons feel like beings that forcefully make you repent (debuff) once and then kill you if you dont mend your ways.
2. The Aeons summons are all golems. Very Alchemist-ish.
3. Based on what i've read, the Aeon's Enforcing Gaze is oddly similar to the Incense Fog. I wonder if they stack.

Anyways, that's what I think anyways.
What are your thoughts?
Thanks in advance.



All comments from YouTube:

@fletcherking92

I’m so happy you’re putting out videos so often. Your builds inspire me to try classes I normally wouldn’t. Thank you!

@cRPGBro

Thank you! I'm always glad to help, especially in a game as meaty and fun as Pathfinder.

@adampullen4447

Implementing your core logic for builds, especially melee builds has trivialized unfair difficulty in a lot of cases. Great job

@cRPGBro

Glad to hear!
I always like hearing about how my builds are helping other players have fun with the game, especially for Unfair.

@enightc

@@cRPGBro I concur on that assessment, your builds and tips has helped me play it all the way through Hard without any difficulties and with the Enhanced edition coming out, this is going to be my MC for my first Unfair game, since I love playing with the companions instead of creating my own characters for their stories. you made Pathfinder fun for me instead of a chore at late game since I get so powerful by just knowing what to do.

@MegaSinch

Oh man this is the perfect build that I been looking for to start on my 2nd playthrough and azata to top it off. I for some reason always ended up playing alchemist as ranged and it was kinda boring but meele alchemist sounds amazing. Thanks for the great build and great video.

@cRPGBro

No problem, and glad I was able to give you an idea for a fun alchemist on a new run!

@V3x0r

Woljif became my Incense guy. He works out pretty well but obviously not as OP as a MC can get. Great video - keep 'em coming!

@cRPGBro

Interesting, I have not tried Woljif like that before, but sounds like great fun!

@gurugeorge

Written Guide:-

Alchemist Incense Synthesizer Azata

Race: Human (but anything will do)
Background: Pickpocket
Deity: Azata aligned, e.g. Cayden Callean, Desna
Alignment: Chaotic Good

STR 12
DEX 14
CON 14
INT 19 (+ at all Attribute level-ups)
WIS 10
CHA 10

Skills: Kn (Arcana), Kn (World), L (Nature), UMD, Perception, then either Trickery or Stealth

Leveling Progression:

1: Feats: Point Blank Shot, Precise Shot. [Spells: all the lvl 1s you can, plus you can learn scrolls]
2: Discovery: Infusion (so you can buff teammates with Personal spells)
3: Feat: Martial Weapon Proficiency. Incense upgrade: Increased Range. (Sacred if ok with small fog range)
4: Discovery: Precise Bomb. [Spells: Animal Aspect (Gorilla for Dog and Wolf)]
5. Feat: Ability Focus - Bombs [Spells: False Life]
6. Discovery: Choking Bomb (early for cultists) or Dispelling Bomb (for general use).
Incense upgrade: Sacred Incense. [Spells: Blur]
7: Feat: Outflank [Spells: Haste]
8: Discovery: Fast Bombs [Spells: Displacement]
9: Feat: Rapid Shot. Incense: Improved [Spells: Protection from Arrows Communal]
10: Discovery: Force Bomb [Spells: Echolocation]
11: Feat: Improved Critical Bardiche (if not emphasizing melee, Extra Bombs).
[Spells: False Life, Greater]
12: Discovery: Greater Mutagen. Incense: Sacred Incense, Greater
[Spells: Death Ward or Freedom of Movement or Greater Invisibility]
13: Feat: Power Attack (or Extra Bombs). [Spells: Stoneskin, Communal]
14: Discovery: Cursed Bomb (Curse of Deterioration best).
15: Feat: Metamagic Heighten Spell (or Extra Bombs). Incense: Improved Incense.
16: Discovery: Grand Mutagen. [Spells: Transformation (NB: Transformation allows Fog and Bomb use).]
17: Feat: Improved Initiative (or Extra Bombs). [Spells: Legendary Proportions or Heal.]
18: Discovery: Feral Mutagen. Incense: Unsettling Fog (good for Weird users).
19: Feat: Extra Bombs (or Combat Reflexes, but overkill)
20: Grand Discovery: Awakened Intellect.
Discovery: Feral Wings and Preserve Organs (or Enhanced Potion and Extend Potion)
[Spells: Dragonkind I to turn others into dragons]

Mythic Progression:

1. First Ascension: Close to the Heavens (for damage/healing) or Close to the Abyss or Instrument of Freedom. Mythic Ability: Abundant Casting.
2. Mythic Feat: Extra Mythic Ability: Enduring Spells.
3. Mythic Ability: Greater Enduring Spells.
4. Mythic Feat: Improved Critical Mythic (Bardiche).
5. Superpower: Incredible Might (for others even if not stressing melee)
or Life-Bonding Friendship (Shake it Off, but just getting Last Stand possibly better).
Mythic Ability: Ever Ready or Improved Abundant Casting.
6: Mythic Feat: Mythic Power Attack (or Rapid Shot Mythic if bomber)
Superpower: All-Skilled (or Marvelous Endurance, but not needed, or Life-Bonding Friendship)
7: Mythic Ability: Improved Abundant Casting.
8: Mythic Feat: Mythic Improved Initiative.
Superpower: Life-Bonding Friendship or Marvelous Endurance (if you want to be tanky).
9: Mythic Ability: Last Stand (for powerful enemies in Inevitable Excess) or Mythic charge (if you have Skald)
10: Superpower: Marvelous Endurance or Life-Bonding Friendship. Mythic Feat: Anything (e.g. Flawless Attacks)

Gear:

Amulet: Vellexia's Magnifying Amulet.
Armor: (Mithral Chainshirts early, nothing later, DEX enough)
Clothing: Robe of the Seven Sins.
Belt: STR+CON, later Physical Perfection.
Glove: Embroidered Gloves (or Twisted Temptation, or Oppressor's Gloves)
Boots: Ronneck's Sacrifice or Boots of Stampede
Head: INT headbands early, then INT+CHA, then Darkness Caress
Cloak: Highest cloak of Resistance.
Rings: Ring of Evasion and Ring of Guiding Star (or Ring of Imminent Demise, or higher than +5 Deflection ring)
Bracers: Bracers of Armor +8 once not using Chainshirt.
Weapon: any reach weapon, then Death's Consonant.
Trinkets: Lucky Dice, Signet of House Vespertilio, Tankard of Free Spirit, Lesser Extend Rod (for True Strike)

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