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Vomit Swarm always makes me giggle. My Witch characters always take it when they get the chance. Also, it has no verbal component. It'd be pretty hilarious Stilled too. "I have you grappled, Witch! What will you do now? Hahaha... wait, why are you smiling? AAAAAAH SPIDERS!" I see why Shrink Item is awesome... I'll have to keep that in mind.
Quote: With either method, the GM should sign off on the spells gained (after witnessing successful skill checks) on affected players' chronicle sheets. All other methods of gaining new spells (such as by gaining a level or purchasing access to an NPC's spellbook) function as described in the Core Rulebook and relevant class descriptions. Question about this; The FAQ mentions 'purchasing access to an NPC's spellbook'. I know this is in the CRB, and this suggests that this is a legal means of aquiring spells in PFS, but when is a player able to do this? Am I, as a player of a Wizard, able to say to the DM, 'I'm going to buy spells X, Y and Z, and here I am paying for them (Scribing cost plus half scribing cost as a fee as described on page 219 of the CRB), and now here I am rolling spellcraft to copy them'. Can I do this with any spell of any level? Does it depend on where I am? Do I need to ask a specific NPC in any given scenario? For example, I'm playing a scenario that has an NPC Wizard in it. Do I need to negotiate with that NPC in-game for access to their spellbook? How about if there are no Wizards in the scenario, am I then out of luck for that session? Or can I simply say I'm in City X, and I'm going to borrow random Wizard Y's spellbook? What about spell levels? Is there a limit to what is available in each city? Can I just say that I travel to Absalom after every scenario for spell copying?
Jeraa wrote:
This is what I thought but could not find reference where it specifically says so. I assumed it was just a convenient way of listing it. Thanks!
In the case of a monster with multiple spell-like abilities, it is listed like so: 3/day, Speak With Molluscs, Ray of Tickling, Fog of Sparkles My question is this: does that mean the monster can use EACH of its spell-like abilities 3/day? Or is it like a Sorceror in that they have 3 spell-like ability slots per day such that this monster could use Speak With Mollusks twice and Fog of Sparkles once and that's it for the day?
Silent Saturn wrote:
I haven't quite got around to statting out the wolf yet. Any suggestions for feats for the Wolf? Yeah, the hit bonus for the dagger is probably an error. I'll fix that.
Three of the players got together tonight to build our characters. I ended up deciding on a Kitsune Sylvan Sorceror with a Wolf companion. We rolled for stats and I got the following: 14, 10, 17, 13, 11, 7 This is what I have for the character so far.
Stat Block:
Emiko Kikita
Female Kitsune Sylvan Sorceror 4 CG Medium Humanoid (Kitsune, Shapechanger) Init: +3, Perception: +0 ------------------------ Defense ------------------------ AC 13, touch 13, flat-footed 10 HP 19 (4d6) Fort +3, Ref +3, Will +3 ------------------------ Offense ------------------------ Speed: 30ft Melee: Dagger +2 (1d4-1, 19-20/x2) or Bite +2 (1d4-1) Ranged: MW Light Crossbow +6 (1d8, 19-20/x2), Dagger +6 (1d4-1, 19-20/x2) Special: Spell-Like Ability: Dancing Lights 3/day, Animal Companion, Woodland Stride, Change Shape, Kitsune Magic (+1 DC Enchantment Spells), Favored Class Bonus (4/4 +1 DC Enchantment Spells) ------------------------ Statistics ------------------------ Str 8, Dex 16, Con 13, Int 7, Wis 11, Cha 20 Base Attack: +2, CMB +1, CMD 14 Feats: Spell Focus: Enchantment, Boon Companion Traits: Rice Runner (+1 Acrobatics, Acrobatics a Class Skill), Jungle Guide (+1 Handle Animal, Survival, Handle Animal a Class Skill) Skills: Acrobatics 1 +10, Handle Animal 1 +10, Intimidate +9, Use Magic Device 1 +9 Spells Known:
L0: Acid Splash, Daze, Detect Magic, Message, Prestidigitation, Resistance
L1: Charm Person, Enlarge Person, Entangle (B), Magic Missle, L2: Bull's Strength Gear and Coin:
758gp
Wand of Shield (750), Cloak of Resistance +1 (1000), Amulet of Natural Armor +1 (2000), MW Light Crossbow (335), 20 Bolts (2), Spring-Loaded Wrist Sheath (5), Potion of Cure Light Wounds (50), Wand of Cure Light Wounds (750), MW Studded Leather Barding (350), 2 Scrolls of Magic Weapon (50), Scroll of Obscuring Mist (25), Scrollcase (1) Of the other players who were present, one is building a touch-spell-using Human Aberrant Sorceror, and the other was considering a Dreamspun Sorceror. The fourth player hasn't chimed in yet. It looks like my grand plans for a 'balanced' party aren't coming together 100%, so I guess all I can do is try to make the best Sylvan Sorceror I can.
We're having our first session tonight, which will be a planning session and character building. I'll find out what people are thinking tonight. I am leaning towards a Sylvan sorceror with buffing spells to enhance the companion to fill the tank role (Mage Armor, Enlarge Person...), or perhaps an Enchantment-specialized Fey Bloodline Kitsune.
As I said we will have four players, so I can't guarantee they will be guided by my suggestions. They may have concepts in their heads they have their hearts set on but if I have some good builds in mind I can fill in the gaps. That being said the Sylvan Sorceror appeals to me, as does the OMG FIRE BLASTOR! I am not against Eldritch Heritage shenanigans, however, so those suggestions are excellent. I'm definitely going to recommend we all take at least 1 blasty-type spell per level and let the rest of our spell selection be divided between whatever's most optimal for our character and whatever's most flavourful.
Hello everyone. My friends and I are starting a game where all the PCs are Sorcerors. Are we insane? Well, I won't rule that out. But I think it's possible to make a pretty awesome party with only Sorcerors. Benefits: So much Charisma (Diplomacy, Bluff, Intimidate, Use Magic Device all over the place)! Knowing we're all Sorcerors we can choose our spells to not have much overlap and therefore increase our overall utility as a group. There are enough different builds to make this diverse enough to be viable. Drawbacks: Looooooow HP. No Int or Wis-based skills. My thoughts on party makeup: We have four players, and I plan to suggest that we have 1 Blasty type (Half-Orc Draconic/Primal Crossblooded? ALL THE FIRE!), 1 Enchantment-focused (Kitsune Fey (Sylvan), with animal companion for added awesome), 1 Summoning-focused (Abyssal. Pitblooded Tiefling?), and 1 Melee (??? Bloodline with Claws plus Toothy Half-Orc? 2-Handed Weapons (Half-Orc again)? Race with a Natural weapon (Changeling? Tiefling?)) Can four Sorcerors make a go of it in this crazy world... and then dominate it? Questions I hope to have answered: Does anyone have any information on good builds along the lines of the ones I mentioned above? Any other builds I should consider? Is it worth it to have someone go Sage for Int-based skills, and/or 1 go Empyreal for Wis-based skills? Edit: No multiclassing (Prestige Classes are okay), and we're starting at Level 4
Hey guys, checking in now. Sorry for the delay. It's been a busy day at work and now I'm out with friends. The only first level characters I have built is a Cleric of Shelyn support caster and a Conjuror, but it wouldn't take me long to throw something together to fill any holes. Or if I've missed the boat I understand. :(
I'm going over a section of an AP for my session tonight, and when I come to the (CR 11) villain's spellbook, I see that (as usual) I have to add up the value of it myself. A time-consuming task, to say the least. (I wish Paizo had time to add this up so we DMs don't have to.) Now I'm all done, and a little alarmed at the value of the thing. Please tell me I did this wrong... or right... maybe it won't matter. I had to split it into two books, as the page count went well over the 100 pages a Spellbook holds. In the rulebook it says a spellbook has a value of 1/2 the cost to buy and scribe all the spells in the book. Is this the cost to buy the scrolls (cost of the scroll plus the scribing cost divided by two), or simply the fee to borrow from another Wizard's spellbook (1/2 the scribing cost plus the scribing cost divided by two)? If it's the former:
Now this is about three times the expected wealth gain for an encounter of its CR (11) for a APL 8 party, not counting his other gear. I haven't added up what the rest of the adventure gives, so it may be intentional to make up for deficiencies in other areas. We don't have a Wizard or Alchemist in our party either, so it will not get scribed. Of course, where are they going to sell it? There is a large city later in the AP and that seems like the only place, so maybe it won't matter until later, if ever - finding a Wizard who will pay 15000gp for two spellbooks is probably unlikely. Aaaaaaaanyway... wacky. Am I doing this right? How do others handle this issue?
I'm going over Feldgrau for my session tonight, and when I come to Vrood's spellbook, I see that (as usual) I have to add up the value of it myself. A time-consuming task, to say the least. (I wish Paizo had time to add this up so we DMs don't have to.) Now I'm all done, and a little alarmed at the value of the thing. Please tell me I did this wrong... or right... maybe it won't matter. I had to split it into two books, as the page count went well over the 100 pages a Spellbook holds. In the rulebook it says a spellbook has a value of 1/2 the cost to buy and scribe all the spells in the book. Book 1: Level 0-3. A total cost of 5612gp for a sell value of 2806gp
Now this is about three times the expected wealth gain for an encounter of its CR, not counting his other gear. I haven't added up what the rest of Feldgrau gives, so it may be intentional to make up for deficiencies in other areas. We don't have a Wizard or Alchemist in our party either, so it will not get scribed. Of course, where are they going to sell it? Caliphas seems like the only place, so maybe it won't matter until book 5, if ever - finding a Wizard who will pay 15000gp for two spellbooks is probably unlikely. Aaaaaaaanyway... wacky.
Jiggy wrote:
As a Wizard, I will be able to scribe new spells, for example a level 1 spell for 10gp (the cost of scribing) plus 5gp (half the cost to scribe as a fee) for a total of 15gp? Any time before or after a scenario? Any and all spells? Or do I have to have met a specific NPC in a scenario and scribe what they have in their spellbook?
Jiggy wrote:
As a player of a new Wizard...huh? Please tell me how! I don't see where the FAQ says that, unless it's at the end there where it says under very rare circumstances. On topic: in my gaming community,
2. Clerics. Yes also. One player was playing a Cleric briefly which he changed for a Sorceror. Another has a multiclasses Cleric/Barbarian. I made a Cleric myself but haven't played him yet. 3. Alignments. Definitely skewed towards Neutral, but I agree that the nature of the campaign leads players in that direction. 4. Rogues. Yes also. Beginning players go there. We have a few hereabouts and a Ninja or two. 5. Specialized builds. Yes. Sort of, if you count Fighters, Rangers and Barbarians, of which we have many. The more skill-based characters are a little lacking. Over all I have seen a real bias towards melee with a few archery specialists. The divine casters seem to be few and far between and the arcane ones tend to be Sorcerous rather than Wizardly. I have as yet not seen any Oracles, Inquisitors, Alchemists, Cavaliers, Samurai, Gunslingers, or Druids.
Ah, Spell Specialization looks interesting. Maybe not until 5th level though. Opposing Divination? I hadn't thought of that. I was thinking I wasn't allowed for some reason... echoes of 3.5 maybe. Hmm. Losing Read Magic and Detect Magic is tough at low levels. Or maybe I'm over thinking that. Well, yes, maybe I'll try out opposing Evocation and Divination. Seems a little short-sighted for a paranoid from Nidal though. Has anyone ever used Arcane Discoveries from Ultimate Magic? Too bad the Opposition Research one is 9th level or later.
I am considering taking the plunge and using my chronicle sheet for a Wayang Shadowcaster Illusionist Wizard. I started out just working on the mechanics, but the concept has been percolating in my mind and he's starting to develop in an interesting, if odd way. Details in spoiler. Choices:
For stats, I'm looking at S 8, D 14, Co 12, I 20, W 8, Ch 11. (The Cha is so I get access to the Wayang spell-like abilities, but I am considering upping it a bit.)
For Specialization: Illusion. Shadow spells are Illusion, and I can boost save DCs pretty high this way. The Illusion school abilities are decent for this.
Archetype:Shadowcaster. Flavourful! Plus I love having lots of spells per day, and the Shadowcaster Shadow Casting is nice that way. I don't like having to waste the Darkvision the archetype gets at 5th level, since Wayangs get it anyway, but I'll have to deal with it. Feats: Spell Focus: Illusion (Wizard Bonus - it's Pathfinder Society), Improved Initiative (1) Traits: (here's where it gets a bit odd) Uskwood Hunter (Nidal Regional Trait, +1 Stealth and Stealth becomes a class skill. Take advantage of Wayang's small size and racial bonus to Stealth), and Adopted (By Goblins, to gain Ugly Swine, +2 to Disguise checks, Disguise becomes a Class Skill). When I was building the character I knew I wanted Stealth, and then left the second trait choice blank as I went on to select spells and other things. Then the image came to mind of a Wayang kidnapped and taken to Nidal as a child, who escapes and then is adopted by Goblins and raised in a community of various small Monstrous races hiding from the Umbral Court. They take in a Pathfinder who is hiding from the authorities and he helps them in return and exposes my character to the Society. He later runs away to join the Society. The Disguise reflects the paranoia and layers of defenses he sets up around himself. He often disguises himself as a Tengu, or a Gnome, afraid to be identified as a Wayang. Skills: Some knowledges, a Craft skill (Puppets!), Disguise, Stealth, Spellcraft. I may grab a point in Perform: Puppetry. Because Flavour. And the Shadow Stencils item from the Advanced Race Guide. Spells: Color Spray, Comprehend Languages, Disguise Self, Illusion of Calm, Mage Armor, Minor Image, Shield, Vanish I wanted to try to fit in Shadow Weapon. Because Flavour. Not sure what to drop for it though or buy a scroll or wait until level 2 and pick it up. Thoughts?
I have acquired a chronicle giving me access to a Kitsune, Nagaji, or Wayang character. What to make? I find myself a little overwhelmed by the... Responsibility? Of choosing one. I only get the one shot at it up until level 2. I am considering the following so far: 1. Nagaji Saurian Shaman Druid, melee variety with animal companion. Seems pretty good. I don't see many Druids in Pathfinder Society though. Are there pitfalls that I'm not seeing? Also, what companion to take? I'm considering Allosaurus, Giant Gecko, Stegosaurus, or Spinosaurus. 2. Wayang Wildblooded (Sage) Sorceror. Going for Illusion and Shadow spells to take advantage of the Wayang racial bonus to Shadow spells. Sage bloodline to best utilize the Wayang racial bonus to Int. Am I better off with straight Wizard? Or even Bard? 3. Kitsune? Are these the most overdone of the races opened up by this chronicle? I wanted to do something a little more original.
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