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If a arcanist takes the School Understanding Exploit, does the arcanist get access to that's school spells?
Even if those spells are not on the wizards spell list?
At moment, I'm saying no but double checking here.
Example: Void school gets access to the cleric's can trip - Guidance. Guidance is not on the wizards spell list
Spell Storing Enchant is great for both Armor and Weapon -
Armor - Toss in a Frigid Touch spell in the Spell Storing Armor and you have a decent damage spell which applies the stagger condition. Useful against creatures with multiple attacks or can apply grapple condition.
Weapon - What ever you like, lots of spells will work.
- Cheap Alchemy stuff you should always have: Antiplague & AntiToxin
Potion of Lesser Restoration
Pearl of Power and more Pearls of Power.
Environmental effects during the encounter can also make things more difficult.
Encounter at night during a major storm -
Most of these won't have much effect on the party but they can take a party member out of action by requiring they do something on their turn to help out the ship.
Just not sure what type of encounter would be good with a major storm at sea.
Outsiders, specially Demons can be very nasty.
This would work well with a Warship or two with a high level Summoner on the warship. Party would be at range and no LOS on the Summoner.
Start off with a chase scene at very long range. Then go into a long range ballistae dual. Long range spells, Short Range, then a boarding action.
Armor - Spell Storing, put frigid touch in it. Just make sure both you and GM agree on how spell storing armor works. Has been errata, but I think its still confusing.
Frigid Touch in your armor can save your character a world of hurt.
Here's what I usually do -
1). Figure out the DC for what the players want to try doing.
2). Then I ask which skill they want to use or make my own suggestion.
A lot of this is judgment calls and I do tell my players where and how I'm getting my numbers, allow feedback which really helps if I have no idea what I'm doing.
Example: Skinning direbats.
Using survival DC 20 to skin them. Having a craft skill that helps drops the DC to 15. Someone wants to use Knowledge Nature to skin has a DC 25 check.
For every 5 you beat the DC you increase how good of a job you did.
Getting a value on a item - just try to find something that's comparable or can be made from that item and then figure 10-25% of that cost. For a quick rule.
One thing I always get worried about is -
It always seems like all the big beefy tanks charge up in in front of the party. There's never anyone covering the rear where either some creatures with good stealth skills or fast movement can show up and tear up those squishes.
People/creatures skilled in stealth should have about equal or better stealth skills then the Ranger. Setting up a ambush should always give the ambushers a bonus to stealth checks and you as a GM are the one that can determines what that bonus is.
I've always found the spell Obscuring Mist works really well to shut down people with reach & ranged attacks that do lots of damage.
Tanglefoot bags also can play havoc as they still suffer the stat penalty even if they make the save vs being rooted.
About using his pet as a mount. Don't be afraid to go after it. In fact, warn him that if his pet does take a active part in combat, it will become a target. I still get surprised by people demanding to know why I'm targeting their pet even after that pet takes part in combat.
How what weapon are you planning on using in your off hand?
For your Slayer talent, I suggest either taking a Ranger Style or the trap finding trick.
6 is doable but I suggest you put a time limit on how long people can take their turns. Nothing slows the table down as some one who can't figure out what to do. With 6 characters, that can bog a game down.
Large tables like that, I usually get some one else to track initiative and warn people who's up next.
Don't allow evil characters.
Warn the players if what they're doing is a evil act and why.
After 3 evil acts that character becomes a NPC.
Any 'Divine' characters should have some type of code of conduct written up for both you and the player.
Take the time and have the players go over how they expect their character to work. Some combos of feats and abilities is open for debate on how they work.
Your players will figure out a way to completely side step your laid out plots.
Players will completely miss clues you've laid out for them. Some times giving the players a summary of stuff before they have to make a important decision is helpful and needed.
I wouldn't go with either Toughness or Power Attack at first level. Reasoning is -
Here's what I'd do -
You might also want to take a look at some of the shield feats if you plan on going Axe & Shield. Some of those combos can be very nasty and if you decide on any of them, I'd probably drop the feats Furious Focus & Lunge for them. No idea what feats those are or how they work but have seen them used before.
Sense motive can be a hard skill to handle and is supposedly under the GMs control. Here's how I usually do it -
Players can then do a 'specialized' sense motive check to something the characters see or hear that might worry them. A nice example is when the Vegepygmy guards were keeping their spears pointing at the players.
Just remember, there will be times the dice gods are just not kind to the characters and they will fail every sense motive / knowledge check they can make to figure out the bad guys are lieing to them. Play it through as when this happens it usually makes some of the most memorable adventures.
That 9 CON is going to be a killer, put that point into your CON. That's extra health and the biggy, another +1 on Fort saves.
Multi-classing - how generous is your gm on loot?
It also has the advantages of bigger hit dice and better BAB progression.
Emergency healing - If your gm allows this.
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
What I'm interested in is this line - Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
What exactly can you do when under the effect of a Calm Emotion spell?
Know this is all subjective but looking for some guide lines as we just found out how powerful and abusive the spell can be.
Example: Big nasty boss with a couple guards. Calm Emotions dropped on guards, fail Will saves.
Can the party then ignore the guards (as they can't take a violent action (although they can defend themselves) or do anything destructive) and just work on the Big Boss?
Not sure if this suggestion helps or not.
Have you taken a look at the Shaman class in the ACG?
There's a number of different ways they can be played and the class can work with your back story.
Some of the negative trade offs -
are examples of what the minor 'trade-offs' can be. As stated above, very little in-game negative effects for the bonuses you can get.
If you're going to play a Magus in PFS, expect some different GM ruling on certain Magus abilities. Some of those GM rulings will be wrong and others open to interpretation.
One of those interpretations (suggested in this thread) is on - Arcane Deed: Precise Strike. If you can find a thread in these forums arguing about how something works, expect GMs to support one side or the other till there's a FAQ on it.
Then you'll have GMs that are not familiar with the Magus class and will tell you that your Magus can not do certain things that you are doing. This brings up two choices. (1) Just go with the GM for now and then try to change his mind after the game. (2) Try and change the GM mind quickly, during play. Requires you have support materials book marked and copy already showing what you're doing is legal.
The Magus can be a very complicated class to play. More due to it having a number of class abilities and arcana that can come in conflict with the general rules.
Clear spindle ioun stone with a wayfinder (gives protection from mental control and possession, as Protection from Evil)
In a room off the path they must take. A super tough monster that is guarding a item or 3 that's on your parties wish list.
Party now must decide if they want to face a very serious risk of dead (or nasty curses) or bypass the room.
Mummy Rot Curse or Level Drains are all nasty. Specially if you give the creature using them the advance templates.
- If the items would unbalance your game, have them be only of limited use or a high powered illusion. Just be sure to include some type of treasure so the event won't be too painful if the party successfully beats the encounter.
Here's another problem -
Can not report walk-up to a PFS game till they come to the boards and create a account. This is really bad for conventions as these walk-up might make up over half the table. Plus, these walk-ups might never come to the website and create a account.
This can cause the table not being reported at all as then there's not enough "offical" players to report. Denying both the 'official' players and the GM credit for playing/running that table.
If you're looking to do combat maneuvers with a Magus the easiest way is -
Get yourself a Wand of True Strike
That +20 to any attack roll will allow almost any combat maneuver to happen.
One more advantage the quarterstaff has over a regular weapon is that you can bring your 'walking stick' almost anywhere. Even places where 'weapons' aren't allowed.
Great utility 0 level spells -
Any Light spells
All of these can be used in creative ways to help your party spoil the evil GMs plans. Most of them only need one person in the party to have. Having multiple casters in the party, you should see about splitting some of these up.
I might change up your spells a bit. Check with your other casters as there's a lot of utility 0 level spells the party should have.
If you're going to be the party IDer of magic (items) you'll need Detect Magic.
1st level Bard spell - Big fan of Saving Finale (in APG).
Can the White Mage (Arcanist archetype) use wands/scrolls with "Cure" in the spell name?
Spontaneous Healing (Su)
According to the above, "Cure" spells aren't on the White Mage's Spell list till that Arcane Point is spent and then they are for just that spell.
At moment, I'm calling the "Cure" spells not on the White Mage's spell list but seeking other opinions.
and this is why I said we had dis-agreements at the table.
Concealment actually does mean you can NOT see the creature CLEARLY.
Gaze attacks work on seeing the creature.
Here's my reasoning (but isn't RAW as I can't find any RAW on it)
Obsuring Mist gives concealment. The same as Averting Eyes would do but at a lesser percentile.
I think a lot of it depends on the campaign.
What kind of person is it that promised the party this money?
There's a number of stories out there where the party once the quest was completed, they received something of equal value to the gold promised them. Could be anything from monster infested mine, a un-wanted 3rd son/daughter and the money is a dowery, to a title to contested land being held by another kingdom.
...or you can be completely mean and have the artifact the party returned be a fake and have them start all over hunting for the correct one.
...or not so mean and have the artifact missing a small piece which requires another quest to complete.
20% miss chance is the way I'm interpreting the Gaze/Obsuring Mist.
Just had some disagreements at the table and was hoping there was a RAW hidden somewhere that could give a firm answer to this.
The problem is, anything made using mithral is considered masterwork in quality. Masterwork items usually cost 300 gp + item value. So any time you have a item of less then a pound, you should always get it made out of mithral. :)
I have never played a gunslinger but have seen them used and talked with people that have played them.
Summary of their opinions -
Gunslingers can be very good at shooting holes into things as they can attack touch AC.
Would Gaze Attacks work while in a Obscuring Mist?
I'm assuming they do not work when outside the 5' range but would they work when in the 5' range?
Would they suffer the 20% miss chance?
What if the gaze attack was a active gaze attack?
Illusions can be very useful with little to no impact on the country.
Major flash brush fire.
Creepy haunting shadowy illusions.
Another, secondary army approaching another objective.
All illusions that if done right and with some minor support can have a major impact. Even if they know illusions are being used.
You might have a problem with your Build -
Feat: Slashing Grace only works with a one handed Slashing Weapon.
Bladed Scarf is a Exotic 2-Handed Weapon.
While the magus archetype does allow the Bladed Scarf to be used one handed weapon, I don't think it changes the type of weapon it is.
Got a question for you then -
Magus takes the Arcane that converts Ray Spells into a touch spell.
Close Range (Ex)
Benefit: The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.
Magus missing with all his melee attacks, using the spellstrike class feature.
Does the Ray spell go away at the end of the round?
At moment, I think you keep the converted Ray Spell. As this would follows the rules of "specific vs general".
....but, I'm not sure and might be wrong.
Build Advice for a (PFS) Arcanist
Waywang – at 1st level
Skills: Craft: Alchemy +8, Knowledge: Arcane +8, Knowledge: Engineering +8, Linguistics +8, Spellcraft +8
Traits: Reactionary (combat), Magical Linage? (also thinking about a trait that gives me Diplomacy)
arcane reservoir: 3+1/2 level – day (3), max 3 + level (4)
1) Arcane Exploit: Potent Magic, Feat: Improved Initiative
What I would like to do is work off the Waywangs ability with Shadowmagic but I have no idea how effective that would be and if it’s wise to use in PFS (table variations).
Is there a list some where of spells with the Shadow description?
The big problem is that it sounds like your still low level (level 4).
Once you start facing higher level monsters (CR6 or better) their CMD starts to climb drastically. Unless you have something that also increases your trip attempts a lot, you'll start failing more and more often.
I'm not sure what you're bonus for trip attempts will be as you level but I suggest you spend a little time figuring that out and then what the average CMD of stuff you'll can be facing will be.
Here's some random CR9 monsters CMD I've pulled -
Your trip attempt to stand a 50% chance vs a CR9 creature should be at +20 on your attack roll. Can your trip build go that high with what you want to do?
If your GM allows you to get access to a Wand of True Strike. I'd think about getting these 3 things -
Using Combat casting with the Wand of True Strike you can make a Trip attempt at +20 besides all the other add to. This will almost always be a guaranteed trip.
Giving your party a very nice bonus for attacking prone creatures.
Knocking someone prone also makes it easier to keep someone from escaping and should make it easier to take someone alive for those 'city' adventures.
Is Sky Metal (Technology Guide page 56-57) legal in PFS?
Pulled from Additional Resources -
Archetypes: all archetypes on pages 12-13 are legal for play, except Cyber-Soldier and Techslinger; Equipment: None of the equipment is legal for play; Feats: all feats on pages 6-7 are legal for play, except craft cybernetics, craft pharmaceutical, craft technological arms and armor, and craft technological item; Misc.: Androffan may not be chosen as a known language. It may only be acquired through a Chronicle sheet; Prestige Class: the Technomancer prestige class is not legal for play; Skills: all skills on page 5 are legal for play, except linguistics (Androffan); Spells: all spells on pages 8-11 are legal for play, except irradiate, memory of function, and recharge.
Another question for you is what kind of Campaign is being run and your typical day/encounters?
Lots of little fights vs just a few big ones.
Lots of minions or just a Boss with maybe a add or two.
Typical monster your fighting (Undead/Demons/Devils/humanoids etc)
All of these can have a major effect in your resource management.
Think you mis-understood me -
I'm talking about the Familiars skills that it starts with. Not how you factor the familiar using it's masters skill ranks.
Arcana Caster levels up *DING* now level 8
Familiar also Levels up with Arcane Caster *DING* is now considered level 8 (I think) for purposes of HD.
Does the familiars skill ranks also increase as it is considered to have leveled?
At moment, from what I'm reading, I don't think so but confused.