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Modoru Redgrave

Marius Castille's page

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Depends on the GM, the group, whether or not it slows combat significantly and how many times my character has cast the spell in front of the group. Lately, I've been a fan of reciting short phrases backwards (a la Zatanna) and describing a general effect.

"Ho ythgim nedyac, tnarg em ruoy rewop!" followed by "a golden aura flashes around the priest, swelling the muscles in his arms and legs". (Divine Favor)

My advice is to be descriptive as long as people are enjoying it. If you cast the same spell repeatedly, just give the name and save the description for new spells you unleash.


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You could have your shopkeeper describe +1 weapons as "mage-wrought steel." A +2 weapon could be "Valerian steel---you can see by the way light plays along the blade---only noticeable to someone skilled in spellcraft. A +1 frost sword might be described as "mage-wrought steel but look, the metal is marked by a bleak rune. Feel how cold the blade is." +3 could be "elysian steel---its metal is bane to fae, demons (cold iron-equivalent), devils, and werefolk; and so forth.


GMs who expect some type of rationale for multi-classing may wish to let their players know ahead of time. Players should also consider that GMs may have more reasons than just enforcing their vision/and or stifling their creative impulses.

For example, I played in a homebrew game with an old school GM. I knew early on that my character was going for eldritch knight. The GM originally hadn't incorporated EKs into his campaign so he made a paladin-like order that my character could join (my PC was lawful good and I had described his bonded weapon as once belonging to his grandmother, a famed eldritch knight). The other PCs were asked to speak on my PC's behalf and I got to roleplay through a solemn, sacred induction ceremony when I took my first EK level. It was one of the highlights of the game for me and a milestone in my PC's career.

Communication from both sides of the table is key. GMs might get an element they can use to enrich their world in an unexpected way. Players may get the chance for a cool experience that really makes them part of campaign lore.


42. Dollar Pint Night at the Publican House.


AD&D druids fit a narrow mold. Their role was often defined as nature's protector against encroaching civilization. Druids could magically befriend and train animals but using them for trap bait was specifically prohibited. The druid could protect a trained creature somewhat (barkskin, protection from fire) but the druid list didn't offer much at low level. Summoning creatures was not as prevalent (the earliest animal summoning spell was 4th level) and the creatures were drawn from the immediate region (if they did respond). For actual scouting, you were usually better off doing it yourself (shapechange) or shadowing the ranger or rogue. Basically, the druid was there to protect the wild. Nature could help and even fight but you would always be point man.


The Wild Mage prestige class from the Complete Arcane had this ability.


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Currently kicking it with the drow, looking for a way to stop a meteorite. Another day at the office.


I like them. I've only seen them a couple of times in play (PC psion and psychic warrior) but they fit in as well as the other classes. There were a couple of powers that raised an eyebrow ("energy missile does how much damage. . .?") but so did color spray the first time it knocked out a group of thugs.

And you can totally make an Aes Sedai or Asha'man style character that actually plays differently from a wizard or sorcerer.


When a PC asks "What's a pantheon?" and "Why is one mad at me?", you know you've done your job well.


Merciful Healer archetype can reroll 1s on their d6s.


It can be okay, but I've seen it turn ugly. A GM was getting frustrated with one of the PCs: a zen archer monk. It got to the point where we got intel on "death squads" who were hunting us. Their priority targets were 1) archers, 2) casters, 3) everyone else. When a PC dropped, they continued to pump arrows into the corpse (until the end of their round). It was both funny and a touch passive-aggressive.


My GM decided that it requires a certain amount of time to direct a summoned creature each round. For example, giving a command to one creature is a free action; two creatures is a swift action; three creatures is a move action; etc. You can still manage a lot of creatures but it might be all a PC does in a particular round.


Eight gods of chaos suggests there might have been some in-fighting. Trap the soul, imprisonment, flesh to stone, etc. Some could have fled to a different plane but at great personal cost---they have only now regained their power. Maybe one or two aren't the original eight but their descendants, only recently coming into their own, and taking the mantle of the original.


There's this old chestnut for St. Nick:

http://www.wizards.com/dnd/files/santa.pdf


Heh, once you get beyond the Core Four (fighter, rogue, wizard, cleric), many of the later classes (but not all) are some type of hybrid (paladin=fighter/cleric; bard=wizard/rogue; etc). Hybrids aren't exactly new. I *do* like that the newer classes beyond aren't pure mash-ups. Each can be seen as a hybrid but often brings something new to the table (magi with spell combat, witches with hexes, etc). Looking forward to the new book.


Add a darkwood buckler to your inventory. TWF can be fun, but you leave yourself vulnerable for return attacks. Enchant the buckler as needed and enjoy the boost to safety. Basically, it gives you options. Use the buckler normally when fighting tough foes. Forgo its benefit and use TWF to obliterate weaker targets.


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Mending and Make Whole can go a long way to alleviate the Sunder anxiety


My eldritch knight bonded his longsword. Had fun using hand of the apprentice to slice into foes Jedi-style.


Descriptions like this are also a good way of telling the players why their attacks might be missing. Telling them that a sword swing scraped across a monster's thick hide (natural armor) might let them know to change tactics (use an attack that targets its touch AC).


I'm playing a human cleric of Cayden Cailean. Our group is about to infiltrate a drow city on behalf of the elves. Second Darkness AP.

I'm also playing a drow fighter-mage and a human bard in a homebrew campaign. This game has been on hiatus for a few years but we've started up again. Hopefully, we'll get to play every couple of months.


Bard - by Morgan Llywelyn

very good Celtic historical novel


Works well with tanks. Not so much with skirmishers who like dancing around the battlefield. . .


Ignoring domains, there's Endure Elements, Delay Poison, Magic Vestment, Greater Magic Weapon. Most are hour/level and don't cone into their own until later levels (higher CL, Extend metamagic, etc).


Ignoring all other class features (spontaneous casting, wildshape, domains, animal companion, skills, weapons, armor), I'd choose cleric. It gets the staples I want (dispel magic @ 3rd level), the summon monster line, and raise dead). Druid has some nice stuff (entangle, neutralize poison @ 3rd, wall of fire) but I'm more comfortable having my go-to spells.


Diego Rossi wrote:
Zog of Deadwood wrote:

It's a nice spell, esp. if your party has no arcane caster PCs who could cast Haste instead (I'm a cleric in an ongoing Kingmaker game with a party like that).

However, one point that has been brought up is the "free" Extend Spell metamagic. I don't see this as a real concern. One of two things will be true:

1) the cleric is taking this 4th level spell and casting it out of combat at the beginning of the day to save the wizard or sorcerer from having to take some of their minor 1st or 2nd spells twice or three times (if they're going for all-day coverage), or
2) the cleric is casting Blessing of Fervor in combat long after the casters in the group should have had their utility spells up and running.

Neither 1) nor 2) above is overpowered.

Marius Castille wrote:

I'm playing in a Second Darkness campaign. My cleric casts it so that he can cast extended Delay Poisons on the group while our sorcerer gives us extended Darkvision spells. Very handy against drow. ; )

Let's say that that add up to 3 extended Darkvision, 4 delay poison, 1 armor spell.

That is the equivalent of 2 and 2/3 rods of lesser extend. Not bad for a 4the level spell.
Cast it before entering the first suspicious area and at 7th level you will still have 3 rounds of BoF available (assuming the wizard cast darkvision and armor and the cleric the 4 delay poison spells).
14 hours of protection instead of 7.
If you prefer you can use the last 3 rounds for some spell with a duration of 10 minute/level. 140 minutes are enough for a lot of dungeons.

Sure, with the 3.x/Pathfinder style of playing spell duration count way less than in the 1st or 2nd edition, but it is still a strong benefit in a group with several spellcasters.

Here's a few more details on our situation: Our group consists of a cleric, a sorcerer, an inquisitor, and a rogue/bard. We're 8th level and our quest to stop an insane drow has led us into an uneasy alliance with the local elves.

The elves are trying to reclaim a ruined city held by drow and demons. The forest itself is filled with undead and strange monsters. We're no strangers to drow or creatures that use poison to obliterate your stats, so in this area, morning prep consists of BoF followed by four delay poisons, four darkvisions, and a mage armor. My cleric only prepares one BoF (my other two spells are typically summon monster IV and holy smite). The sorcerer has haste on her list.

After one particularly bad encounter with camouflaged acid oozes, most of my cleric's gear was destroyed. He scrounged up a mithral shirt, a heavy steel shield, a masterwork rapier, his silver holy symbol, and a hallowed chalice. At this point, we hit 9th level.

The DM has done a great job depicting this war---NPCs with their own agendas, time sensitive missions that can take hours to get to, multiple encounters, limited resources, ambushes, tough opponents, terrain hazards. These factors more than balance BoF's extend ability. Despite the "savings" provided by the spell, the cleric and the sorcerer have both run out of spells on more than one occasion.

You'll also notice that my cleric was a *touch* under WBL going into 9th level. We've also never seen a metamagic extend rod. So you'll understand why I'm not concerned by what the spell can do; at this point, I'll take any advantage I can get.


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I've played one prestige class, an eldritch knight. My DM turn them into an order of arcane paladins (for lack of a better word). The class had a code of conduct, and gaining entry also required having my party and some NPCs serve as character witnesses, while the ceremony was solemn and felt sacred. It really made the wait to get into the prestige class a major milestone in my character's career.


I'm playing in a Second Darkness campaign. My cleric casts it so that he can cast extended Delay Poisons on the group while our sorcerer gives us extended Darkvision spells. Very handy against drow. ; )


Lincoln Hills wrote:
Mainly because it seems more likely to be a rules oversight than rules-as-intended. Granting additional oomph to win that one fight is the "point" of blessings of fervor based on the name, fluff, and remainder of the spell's mechanics: granting tons of extra hours for water breathing is what, say, Extend Spell is for.

Mage armor, delay poison, and darkvision are valid targets. Water breathing isn't.


Ravingdork wrote:
Damn. Ninja'd by a Castille.

Silly RD. Ninjas don't cast. ; )


Here's a good thread for this kind of thing.


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Has no one had a familiar kidnapped and held for ransom? Or was that just me?


Could a cleric actually use this weapon? The text for grayflame reads "When the wielder spends a swift action to channel energy. . ." (emphasis mine). Clerics can channel energy as a standard or move action (with the Quick Channel feat). Does the weapon allow the wielder to channel energy as swift action?


The range for a sling is comparable to a shortbow. Bullets are cheaper and you automatically add your Strength bonus to damage without having to pay additional gold. At low levels, sling is a decent backup weapon for a high strength character who is not really interested in ranged combat. That said, it quickly loses its appeal once you start factoring in multiple attacks (rapid shot, haste, BAB +6) given it requires a move action to reload.


You could wear one on your back and another on your hip. There's nothing in the item description that restricts it to a particular slot.


Combat use, like in a duel, would be tricky since the spell requires a few rounds to warm up and uses your standard actions (concentration). You could possibly use it as a ranged aid another, communicating info about an opponent to an ally. Could be used to search for hidden foes (standard action to scan, move action for Perception checks).


I always pictured it as a flash of negative energy that caused internal injury upon contact---with the tell-tale spitting up blood to show it worked.


If the party has someone with trapfinding and disable device, I rarely see a caster type prepare Find Traps or Knock. Other spells like Invisibility and Fly can help bypass encounters but they usually involve a substantial investment of resources (to cover the entire party) to make them worthwhile. Higher level spells like Teleport can certainly allow a party to bypass encounters but, as mentioned, these tactics carry their own risks (limited use, or skipping an encounter that would otherwise provide the party with relevant info about their current goal).


I'm currently playing a 9th level caster cleric. I love him but he's really not impressive when he's out of spells, channels, and SLAs. He got shredded by a nasty ghoul/ghast/something in melee. In that same circumstance, I'm thinking a fighter (high strength, power attack, heavy armor) would have done a lot better. Kind of a corner case (bad random encounter at the worst time) but pure martials have their appeal.


Not really a rules mod, but with the Summon Monster line, the caster uses a larger chunk of his round depending on the number of creatures he or she is trying to direct. I forget the exact breakdown but it works something like 1 creature = free action, 2 creatures = swift action, 3 creatures = move action, etc.


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Cayden Cailean. Someone once described him as a less-broody Malcolm Reynolds. Once I read that, it all made sense. Also, his priests wear brown robes and tunics. Can you say browncoats?


I wish Channel Smite were a touch better. Maybe letting it charge your weapon for X rounds or until you hit.


rknop wrote:

Did anybody ever summon an elemental in AD&D/1e?

Did it turn on you?

If not, you weren't playing RAW.

I had a caster create her circle of protection and summon an earth elemental. She took a hit and lost control of the creature. It couldn't touch her so instead picked up a boulder and hurled it at her. It rolled a crit, the wizard rolled a 1 on her save and was knocked out of her circle, and the elemental tried to drag her to its home plane. Good times.


Ring of counterspells (dispel magic). Good for clerics, magi, or any class that self-buffs.
Boots of speed. Fighter. Mobility is always a good thing.
Lesser metamagic rod of extend. Cleric. Extended delay poison and magic vestments on your armor and shield can save a bit of coin.
+1 spell-storing weapon. Cleric. Slap an inflict serious wounds spell into it and you can unleash a nasty effect against an opponent. Boost the normal enhancement bonus with greater magic weapon.
+1 fortification armor. Cleric. Chance to negate crits. At higher levels, you can boost the normal enhancent bonus with magic vestment spells.


I tend to refrain from using low-level summoning spells for this very reason. The spell says that the monster attacks your opponents to the best of its ability. Unless the PC can communicate the creature, you're pretty much relying on the creature's alignment and capacity to reason.


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John Templeton wrote:
Irnk, Dead-Eye's Prodigal wrote:
Kerney wrote:
wraithstrike wrote:
He kinda reminds me of Jack Sparrow from Pirates of the Caribbean, but he probably drinks less than Jack, and is farther along the good alignment.
I actually thought of him as Captain Malcolm Reynolds promoted to godhood (and yes, Thais is Inara, and he argues with her the same way), with more of his humorous aspects played up rather then his brooding part.
Aside to Jayne in 'Our Mrs Reynolds': "How drunk did I get last night?"
"Took the Test of the Starstone, became a god."

His priests also wear simple brown tunics or robes. OMG, his priests are BROWNCOATS!


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Heh. I called the monk I built for Build Thread 3 "Wingman". My thought behind it was monks can accompany rangers and rogues when they scout (high perception and stealth). They can ostensibly be flanking buddies for fighters and barbarians (and rogues) using their enhanced mobility (high speed, high Acrobatics) to get into position quickly.

At 11th level, the monk's immunity to poison makes him an indispensible wingman when heading to bars.


Throwing out an occasional "I'm shopping for components" while in town or " I keep an eye out for potential ingredients" while traveling may appease potentially hardcore GMs. Spend a gold piece or two occasionally; even put a point into profession (herbalist). Doesn't really hurt and may add a bit of the verisimilitude they're looking for.


I can see why Prestidigitation isn't on the list. In some ways, it represents a character practicing and honing her talents. Despite this, I'd be fine with adding both spells to the witch list. Prestidigitation is comparatively minor and Wall of Thorns is only on the druid list and very flavorful.


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Would be great if it worked. Gonna subdue the heck outta that door!


I initially didn't care for magi for a couple of reasons.

1. Superior action economy (some of their arcana are swift actions); fighter/wizards don't receive class features that grant them anything comparable.

2. Greater Spell Access (you mugged a wizard; get fourteen spells!). It just seemed kinda random. Granted, it's 19th level, but still random.

I really have to roll one up and play one from early levels.

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